Published Games
Sky Oceans: Wings for Hire
This game is a homage to JRPG classics! Take the role of a captune and unite a party of rag-tag sky prites setting upon an unforgettable, touching journey.
Led the 6-month port of a Unity RPG game from Nintendo Switch to Android. Rebuilt the audio pipeline on mobile FMOD banks, converted 5100+ textures to ASTC with custom tooling, and compiled over 1,000 debug logs out of release builds with a custom logger. The game landed inside a 1.5 GB budget on 4 GB devices. Delivered a ground-up touch control layer across 30+ UI screens at a stable 30 FPS on target devices.
Bubblegum Galaxy
The Eightfold Path
A serene open-world puzzle adventure where you explore a vibrant astral realm and solve challenges inspired by Eastern philosophy.
Improved Switch/PC performance by 50%+ via profiling and optimization. Built tools that auto-ported 100% of Construct 3 content into Unity, reducing setup time by ~80%. Implemented streaming for seamless world traversal.
NBA Clash
A fast-paced, real-time 3v3 mobile basketball game where you build a squad of NBA stars, swipe and tap to score, and aim to be the first to 11 points.
Integrated SDKs and analytics to cut build time from 7 days to 2. Debugged multiplayer systems to improve match stability and sync. Coordinated cross-team workflows between Chile and US engineering groups.
Linked Mask
A hand-crafted 2D action-adventure where you battle enemies, explore mystical landscapes, and collect powerful masks to reach the final challenge.
Led full development from concept to release. Built core gameplay, combat, and platforming systems in Unity. Created custom editor tools and a reusable framework, and coordinated a 6–12 person team across disciplines.
What Lies in the Multiverse
A dimension-shifting puzzle-platformer mixing comedy and chaos as you hop between parallel worlds to solve challenges and unravel a cosmic mystery.
Ported the full game from GameMaker 1 to GameMaker 2, upgrading core systems for stability, larger levels, and multi-platform support. Enhanced scripting and cinematic tools, cutting implementation time by ~50%.
Garden Joy
A relaxing garden-design mobile game where you craft layouts, decorate outdoor spaces, and grow your dream virtual garden.
Delivered 25+ live updates for a 1M+ install mobile title. Integrated new content, backend data, and UI features while maintaining strong performance. Supported a 20+ person team and a 4.8/5 App Store rating.
Communities
GameDev Planet
Non-profit organization and the largest Chilean game developer community.
Organized over 80 monthly community events featuring 200+ speakers and 250+ game demos, consistently drawing around 150 attendees per session. Helped strengthen the local ecosystem by facilitating networking, collaboration, and knowledge-sharing between developers, studios, students, and industry professionals.
Additional Projects
Loop Boxes
Release date: Aug 2025
Three looping stages. Your past actions stay forever, so plan carefully!
Solo developed during GMTK 2025 using Unity 6. I built all core systems, level design, SFX, and music, and adapted free art assets to fit the game. Focused on rapid prototyping, puzzle iteration, and polish under a tight deadline.
Amor a Primera Vista
Release date: Jan 2024
You said yes to all on a dating app. Now you are dating an actual Angel!
Developed for Global Game Jam 2024 with a small team. I led all Unity implementation, defining scene architecture, dialogue flow, and system scripting. Ensured smooth narrative delivery, efficient asset integration, and polished UI under tight deadlines.
Mariana Strange
Release date: Aug 2019
Your brother is missing. Search for him in the dark depths of the ocean.
Created for Game Jam +- Santiago, where I served as Lead Programmer. I defined the project’s technical architecture, implemented core systems, and ensured smooth integration of gameplay, narrative, and art under a rapid production cycle.
O B S S E S I V E
Release date: Aug 2019
You need to send an important message to Motherboard, be careful.
I contributed original music to the project, composing and producing the game’s second track to support its atmosphere and narrative tone.
FOR THEM
Release date: Jan 2019
Feed and protect your cubs from forest dangers. They depend on you!
As Lead Programmer for FOR THEM (Global Game Jam 2019), I architected the core survival/adventure systems, managed asset integration, and implemented gameplay logic. I ensured stability, performance, and a cohesive experience during the tight jam schedule.
Super Oso
Release date: Jun 2018
Stop Dr. Malware from infecting the computer!
Directed, led, and programmed an advergame built for Falabella's 2018 Technology Fair, delivering the full project and its features on a one-week timeline. Art assets were supplied by the client. The game was decommissioned after the event, having served its intended promotional purpose.
Byted Noise
Release date: Jan 2018
A zombie apocalypse! Use your radio to find survivors in the streets.
Built as Lead Programmer during Global Game Jam 2018. I defined the project architecture, coded survival and open-world systems, integrated user interactions and audio/visual assets, and delivered a stable arcade-style zombie-apocalypse prototype.
Touchdown Champ
Release date: Jun 2017
Run against the competigin teams that want to stop you. Reach as far as you can!
I worked on core data systems and gameplay architecture, implementing scalable structures for progression, state handling, and content integration to support fast-paced autorunner gameplay.
Sketch Rally
Release date: Jun 2017
Ride non stop in a sketchy world! Pick up gas and avoid obstacle to go as far as you can!
I contributed to UI design and implemented custom tools to streamline content creation and workflow. Supported gameplay and art teams by improving usability and reducing iteration time across the autorunner’s production cycle.
Caiam Piter (CPMK)
Release date: May 2017
Your mother fungus sends you to explore the world and find virgin lands.
As Director, Lead Programmer, and Designer of Caiam Piter and the Mushroom Kingdom, I oversaw full development for PC and Switch, defined core systems and design vision, and drove the project to recognition (top-100 IndieDB 2018, Indie Showcase finalist).
SERNATUR 2017
Release date: Feb 2017
Interactive information for SERNATUR LeapMotion XR/AR 2017 event
Fully implemented an interactive application to see tourist information using your own hand navigating thorugh a digital enviroment, reading information and watching videos.
Father.IO
Release date: Jan 2017
Experience the adrenaline, tactics and strategies of gaming in your everyday life.
Mobile RTS with AR and FPS elements. I worked as an intern for three months developing RTS systems as part of Gamelogic.
Empathy
Release date: Jan 2017
People in the hospital need a hand to find happiness. Help them through.
Created during Global Game Jam 2017. As Lead Programmer, I defined the core systems, implemented first-person puzzle mechanics, and coordinated asset and narrative integration to deliver a cohesive and polished prototype under tight constraints.
Grids Pro
Release date: Jul 2016
Provides 1D–3D grids, shapes, A* pathfinding, range queries, and editor-configurable layouts.
Unity framework for building and managing complex multi-shape grids. I led the full migration to newer Unity versions, refactored core systems for stability, and introduced additional features that streamlined editor workflows and expanded the tool’s capabilities.
Abstract Strategy
Release date: Jun 2016
Framework for creating grid-based strategy games with built-in behavior-tree AI.
Unity framework for building grid-based board games with discrete movement. I led the upgrade to newer Unity versions, refactored core systems, and added features that improved AI behavior design, tooling capabilities, and overall developer workflow.
Gamelogic Extensions
Release date: May 2016
Extensions that enhance Unity with utilities, data structures, and editor tools.
Advanced extension toolkit that expands Unity and C# capabilities with new utilities, data structures, and editor improvements. I handled the upgrade to newer Unity ersions, enhanced core systems, and introduced quality-of-life features that streamlined developer workflows.
New Flame
Release date: Feb 2016
You broke the ritual. Bring the flame back to the hill and end the curse!
Created during Global Game Jam 2016. As Lead Programmer and Game Designer, I defined the core platforming systems, built interaction and traversal mechanics, and guided overall gameplay flow while coordinating asset integration under tight constraints.
Descend Into Heaven
Release date: Sep 2015
Descend to recover what was taken from you. Do not let them stop you!
As Project Manager and Lead Programmer, I directed development, defined the technical architecture, and implemented core platforming and combat systems. I coordinated design, art, and code workflows to deliver a cohesive action-adventure experience.
Sunset Roboto (SRER)
Release date: Sept 2015
Follow the sunset for eternity
Sunset Robot: Eternal Rider is an endless runner following Roboto, a robot who wakes at sunset in a post-apocalyptic Santiago and uses his last reserves of energy to chase the fading light, running behind the sun so the sunset will never end. Built during the Windows 10 Game Jam Santiago, the game took third place and an honorable mention for its use of Windows 10, XNA, and Visual Studio, recognized for capturing the spirit of Windows.
A Goblin Defense Game
Release date: Aug 2015
Defend your gobling King K. and his right to have a kingdom.
Tower defense RTS created for the Impulsa Games Jam. I designed, directed, and programmed the game in XNA C# for PC.
Zelda Remade
Release date: Jul 2011
Explore a classic adventure with a new look in this exploration-only demo.
A personal fan remake built with BennuGD, where I implemented core exploration systems, map logic, and engine adaptations to recreate the feel of classic Zelda with SNES-style visuals. Focused on clean architecture and faithful gameplay flow.
Bomber-Chan
Release date: May 2011
Classic explosive fun! A BennuGD tech demo showing expanded capabilities.
A BennuGD tech-demo where I recreated Super Bomberman 5 Gold mechanics, implementing grid-based logic, bomb and multiplayer, expanded controller support, and custom tournament features to push the engine’s capabilities.
Public Speaking & Interviews
Global Game Jam 2026
Talk on what Unity offers for rapid prototyping and development, exploring only built-in features and packages.
VG B2B Chile
Talk on the story and evolution of GameDev Planet, covering its projects, growth, and community-building efforts.
DUOC
Talk on the different ways you can work in the Video Game Industry and what options you have to learn and dedicate to.
CFT San Agustín
Webinar on different business models in the games industry and how to match them to your company and projects.
VideoGame Atacama Planeas
Webinar sharing my experience at Spoonman Games developing a title with the backing of an international publisher, including processes, challenges, and lessons learned.
Kaipi Checkpoint
Friendly podcast discussion on our picks for the best anime series of the decade, including personal highlights and recommendations.
Kaipi Checkpoint
Podcast conversation about anime, manga, and Japanese culture, sharing favorite series, influences, and experiences.
Kaipi Checkpoint
Podcast interview on the origins, funding, and day-to-day work at Spoonman Games, including stories from development and studio life.
Unity Developer Day Chile 2017
Talk on using Scriptable Objects to define rules and biases for procedural generation of items and enemies, with practical examples in Unity.
GameDev Cafe
Interview with Walter Veneros about what Spoonman Games does, its projects, and future plans for the studio.
Publications
We introduce a system for evaluating how people interact with digital information across various interfaces. Our studies show that while advanced technologies like VR and AR are attractive, they’re not always the most effective or efficient for users.
Undergraduate Thesis. We present a virtual reality environment designed to evaluate emerging interaction technologies and study how users engage with digital information. A pilot study comparing multiple VR-based interfaces showed improvements in precision, immersion, and overall user experience.
What’s Next?
Thank you for reading all the way to the end. If you’re interested in my work and would like to hire me, explore a collaboration, discuss consulting, or just nerd out about Unity and game dev, feel free to reach out.