In February 2022, I relocated to Dundee, Scotland, seeking fresh challenges and growth opportunities. I joined Rockstar Games as an AI/Gamplay Programmer, fueled by my passion for doing the best possible gaming experiences worldwide.
November 2020 - February 2022
Moved to my hometown due to the pandemic and worked at Assassin’s Creed Valhalla: Dawn of Ragnarök in remote.
Part of the Fight Cell in the GPP team. Specifically for Assassin’s Creed Valhalla: Dawn Of Ragnarok my work has been focused, but not limited, to:
Full development cycle for the Rage Axe ability.
Full development cycle for the Knockback Arrow ability.
Boss fights´ AI bugs, small features and general support for the Design team.
At the end of the project I also asked for the chance to get more involved in the onboarding process of the newcomers to the team. Therefore I got assigned as the main contact point for one of the new co-workers at the team.
January 2019 - November 2020
Developed in the in-house Anvil engine (C++) new solutions to problems as well as debug and adapt old features to new requirements. Specifically for Assassin’s Creed Valhalla my work has been focused, but not limited, to:
Design and implement a new system to control the number of NPCs reacting during the Assaults.
Springald logic and Player/NPC usage behavior.
2014 - 2018
I pursued a Game Design and Development degree at Universitat Jaume I. During that time, I had the incredible opportunity to do my last year in exchange semesters both in the USA and the Netherlands. I did work in different projects and small games during this time and I completed a valuable internship at Radical Graphics games, gaining hands-on experience in the industry working in their Super Monkey Star game.
In February 2022, I relocated to Dundee, Scotland, seeking fresh challenges and growth opportunities. I joined Rockstar Games as an AI/Gamplay Programmer, fueled by my passion for doing the best possible gaming experiences worldwide.
November 2020 - February 2022
Moved to my hometown due to the pandemic and worked at Assassin’s Creed Valhalla: Dawn of Ragnarök in remote.
Part of the Fight Cell in the GPP team. Specifically for Assassin’s Creed Valhalla: Dawn Of Ragnarok my work has been focused, but not limited, to:
Full development cycle for the Rage Axe ability.
Full development cycle for the Knockback Arrow ability.
Boss fights´ AI bugs, small features and general support for the Design team.
At the end of the project I also asked for the chance to get more involved in the onboarding process of the newcomers to the team. Therefore I got assigned as the main contact point for one of the new co-workers at the team.
January 2019 - November 2020
Developed in the in-house Anvil engine (C++) new solutions to problems as well as debug and adapt old features to new requirements. Specifically for Assassin’s Creed Valhalla my work has been focused, but not limited, to:
Design and implement a new system to control the number of NPCs reacting during the Assaults.
Springald logic and Player/NPC usage behavior.
2014 - 2018
I pursued a Game Design and Development degree at Universitat Jaume I. During that time, I had the incredible opportunity to do my last year in exchange semesters both in the USA and the Netherlands. I did work in different projects and small games during this time and I completed a valuable internship at Radical Graphics games, gaining hands-on experience in the industry working in their Super Monkey Star game.