
Contributed to the MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project by designing and refining core gameplay environments, focusing on level structure, animation integration, and UI clarity. Leveraged Unity and C# to overhaul level geometry, implement animation controllers, and stabilize the animation pipeline, reducing integration risks. Developed and iterated on a hazard-based tutorial level, configuring interactive elements such as catapults and pendulums to support repeatable test scenarios and player onboarding. Enhanced asset presentation in showroom scenes and improved UI readability by upgrading text rendering with LiberationSans SDF. Demonstrated depth in 3D environment design, asset management, and iterative level development to support production and QA workflows.
June 2025 monthly summary: Delivered a polished Hazard Tutorial Level and robust Level_Test_Hazards scene, enabling repeatable test scenarios and a smoother onboarding experience for players. Upgraded UI readability by migrating to LiberationSans SDF, improving spacing, kerning, and overall UI clarity across menus and HUD. Expanded showroom visuals, enriching asset presentation with additional mesh data and refined object placements for stakeholder demos and QA readiness. Achieved these through iterative design, precise hazard placement/configuration (catapults, confetti mines, pendulums, blowers), and targeted fixes to stabilize hazards gameplay. This work enhances player engagement potential, accelerates QA cycles, and demonstrates strong proficiency in level design, asset pipelines, and UI/UX improvements.
June 2025 monthly summary: Delivered a polished Hazard Tutorial Level and robust Level_Test_Hazards scene, enabling repeatable test scenarios and a smoother onboarding experience for players. Upgraded UI readability by migrating to LiberationSans SDF, improving spacing, kerning, and overall UI clarity across menus and HUD. Expanded showroom visuals, enriching asset presentation with additional mesh data and refined object placements for stakeholder demos and QA readiness. Achieved these through iterative design, precise hazard placement/configuration (catapults, confetti mines, pendulums, blowers), and targeted fixes to stabilize hazards gameplay. This work enhances player engagement potential, accelerates QA cycles, and demonstrates strong proficiency in level design, asset pipelines, and UI/UX improvements.
April 2025 performance summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project focused on delivering core gameplay visuals and a robust level foundation. Key features were implemented and integrated with assets, while stability improvements reduced risk for ongoing production.
April 2025 performance summary for MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project focused on delivering core gameplay visuals and a robust level foundation. Key features were implemented and integrated with assets, while stability improvements reduced risk for ongoing production.

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