A dark fantasy adventure based on the works of the legendary Spanish painter Francisco Goya.
MY WORK ON THE PROJECT
• Developed prototype using Unity and C#, and guided the project through a rigorous multi-stage pitching process including additional prototypes, pitch documents, and presentations.
Guided my team of 40+ individuals over the course of a full year of development from pre-production to a successful release on Steam, receiving over 150k downloads within two months.
Designed and implemented open-ended areas for enemy stealth encounters, branching questlines and rewards, and scripted narrative moments. Worked closely with the art team to develop levels from greybox to final art.

Translated the design vision for the game across a multi-disciplinary team and to a board of faculty and AAA advisors during bi-weekly progress reviews, creating maps, powerpoints, and other documentation.
Engineered gameplay systems for interaction, inventory, audio, and advanced NPCs in Unity using C# and fixed bugs throughout the project’s development.
Implemented dialogue using a branching narrative system within Unity, and set up character animations throughout the game’s entirety utilizing a combination of Unity's animation system, Mixamo, and IK rigging.
BLOCKMESH - LA QUINTA DEL SORDO
This is where the player character starts the game, which serves as a virtual museum and faithful recreation of the real-life historical building, which was torn down in the 20th century.
BLOCKMESH - VILLAGE ARRIVAL
I was responsible for the design of this part of the village, from blockmesh to final art. You can see how my design of the area developed over time in the images above. 
DOCUMENTATION

A diagram I made to illustrate to the design and engineering teams how the Inquisitor enemy's detection system will be implemented.

The game's experience goals.

An overview map of Zaragoza, the village where the game takes place. Map has been broken down into the village's different areas, with enemies, quests, and other points of interest marked.

A step-by-step map detailing a horror-themed chase section of the game, with annotations.

ORIGINAL PROTOTYPE
Below you'll find a video of the original prototype used to pitch "Impasto". I was responsible for all of the design and code for this prototype.
GAME SCREENSHOTS
Impasto is a first-person, exploration & story-focused adventure game with light horror and stealth elements that invites players to step inside the paintings and imagination of one of history’s greatest artists - the Spanish painter Francisco Goya
Explore various areas full of dark secrets to uncover, survive hostile encounters, collect useful items, solve a variety of puzzles, and meet the long-forgotten inhabitants of a world that’s lost all reason.
Over the course of the game, the player will experience Goya’s creative work firsthand throughout their environment, grow to care for the characters and stories within the famous paintings, and unravel the mystery and the tragedy of the man who painted them directly onto the walls of his home. ​​​​​​​
I worked on this project for 3 years, and spent 2021-2022 directing and leading a full team of 40+ students to make it a reality.
The game is currently available on Steam and Itch.io.

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