
Marcos contributed to the MateoMonastra/TSDV-ProduccionDeVideojuegosV-Project by designing and refining core gameplay environments, focusing on level structure, hazard tutorials, and visual asset integration. He overhauled key levels with updated geometry, lighting, and object placement, and implemented an enhanced animation system using Unity and C#. Marcos improved UI clarity by upgrading text rendering with LiberationSans SDF, addressing spacing and kerning for better readability. He iteratively configured hazards such as catapults and pendulums to stabilize gameplay and accelerate QA cycles. His work demonstrated depth in 3D environment design, asset management, and scene management, supporting both player experience and production stability.

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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