Hi! I'm Guillem, a computer engineer and video games' developer from Barcelona, Spain.
Even tough I am a computer engineer, I love to travel and to live abroad. So far, I've been living in Spain, Belgium, Ghana and the UK, and I am looking forward to continuing living and working in new places during the following years.
I am a very curious person that loves to seek for ways to improve how things work while looking for new points of view, seeking the right questions and fully trying to understand the issues that I work on.
I like to think about how to make tasks easier, improve the user experience but also learning new concepts, work methodologies and get into fascinating worlds such as rocket science.
In my spare time, I love creating or thinking about games and apps I believe I would like or would cover many people's needs. I also think it is important for me to work in projects with the potential to help others to feel fully fulfilled.
In this web page, you will find information about some of the projects I've worked on.
Application with the goal of facilitating the connection between Ukrainian refugees and employers.
By answering just 10 short questions, any refugee can benefit and find a job easily thanks to TheBigFamily.APP.
Atenea is the conceptualization of an application with the goal of treating mental disorders at much earlier stages of development, reducing diagnostic costs, streamlining patient evaluation processes and improving results.
This would be achieved by performing a test that takes advantage of Machine Learning to obtain practically immediate results.
Drink & Play is a popular collection of festive games with the objective of invigorating the parties.
With the intention of improving the "drinking apps" of the moment I worked on building a similar app in my own way to show how I would design and build them.
As a result, the scalability, personalization, design, maintenance and the number of features improved in relation with the competition of the moment.
It is the first "drinking app" I worked on after gathering a set of features I believed to be essential to any app of their kind.
I created an update for an already popular app that unfortunately didn't get through. However, it implemented most of the features and could have greatly expanded it's updatability.
The first app I worked on was the main tool of a gymkhana for kids played across a whole city.
The games were previously organized by an "esplai" for kids around 10 years, and I had to build the app they needed to be able to easily track the progress.
In Thoughts, you are a God that can play with the needs of their humanoids to shape relationships, life goals, ... in addition of shaping the world around them.
All of it happens in a gamified simulation of ecosystems that follow Maslow's pyramid of needs.
The game is still a work in progress, and has been for some time. It advances very slowly, but it is still under my radar.
As an experiment to try to earn revenue from a game developed in a week or under, Paper Brawl was born.
The game, however, suffered from being part of a genre that is usually very feature-rich. So, we tried to integrate as many as possible, but they were too many to be integrated and tested in under a week.
So, the game ended up not having as many features as we'd have hoped, and we ended up releasing it for free.
One of my favorite games I've worked on. It gave my team the victory on a 48h Game Jam!
In the game, the player must move a set of characters until reaching the map's objective. Each character has an ability that can only be used once, so you must use it wisely to beat each level.
Thicc Wet Paper Layers is the first multiplayer game that I finished.
It was a university project where we had to deal with the Covid-19 pandemic while developing a local coop game, so we were forced to turn it into an online game.
The game predeceases Fall Guys, but it shares many mechanics and core ideas. This was seen as a prize for us, the team members, that even tough we had a difficult time developing the game, and we didn't achieve the desired results, we could recognize many of our ideas in an extremely successful project.
This is a video game created as a prototype for the subject of "Game design 2" where the player will have to empathize with an African slave in the America of the 19th century.
The game is heavily inspired by Regins (and Spent) by creating procedural narratives that are not simple branches from a script, but actual events will shape the story depending on many decisions taken by the player and the status of the environment.
For a deliverable of the subject "Sound and music design", my group decided to create a video game where the most important thing were sound.
The game is simple, but showcases the mechanic successfully.
In it, the player will have to complete a set of tasks before going to bed, but they won't be able to see much since the electricity is out.
Bunker Bound is a video game made as a university project where I collaborated as a programmer. The result was very satisfactory and ended with thousands of views online, specially from the Asian community, that seemed to like it.
This was the first time I collaborated hand by hand with artists during the whole development. It is perfectly noticeable with the final aesthetics of the game and, in addition, I learned about team-work and how to communicate between programmers and artists.
This game was made using Unity 3D in a couple of months and you can download the GDD, the source code and the game itself from itch.io.
MathVille is the gaming platform used by InnovaMat's project.
In this project, the objective is to change how maths is imparted in the schools by gamificating the learning process.
I worked programming some of the playable activities on MathVille. In those activities, the player would exercise mathematical skills while enjoying a gaming session.
After having started studying video games' development and computer engineering, I wanted to test how much I could improve the first game I finished: Rasta Run.
I started developing a Game Design Document and I got feedback from teachers and people from the industry that helped me improve it until I was satisfied.
However, due to the time it took to write and validate the GDD, the motivation had faded away, and I moved into other projects before finishing the development of this one.
Ball Evolution is a game developed by Dídac Padilla and I where we wanted to test psychological effects related to addiction. In addition it was the first fast-development game I worked on (around 48h).
In the game, I also tried to avoid the use of tutorials by creating elements that would drive the player to understanding how to play the game.
Surprisingly some people loved it to the point of playing it by several hours in a row.
Rasta Run is my first finished game. With this game, I could prove my programming knowledge acquired while developing Nix and implemented for the first time a semi-procedural generation of the world.
In addition, I tested for the first time a marketing strategy trying to eye-catch the people with a controversial topic.
This game was made using GameMaker Studio, programmed with GameMaker Language just like Nix and, like it, it was part of a final research project of my bachelorette education.
It is my first project involving programming software. With it, I interiorized all the basic knowledge of programming that later on would help me in many other projects.
The game was set out as a metroidvania style game, where you play as a knight that must defeat enemies along the way.
The project was part of a final research project of my bachelorette education that lead to the creation of my first finished videogame: Rasta Run.
During the development of this and further projects, I enjoyed the help of José Francisco (@McSpam10) for the visual art and Jorge Marcos for the sounds.
As the thesis for my computer engineering degree, I developed a web app able to rank any article from Wikidata depending on the user's opinions.
The web application is powered by the Wikidata's database to create comparative polls from tens of thousands of entries.
With all this information and the opinion of the users, rankings can be created on any topic: people, literary genres, cities, ...
4utumn is a social network that was developed as a project during the course of my university degree.
The objective was to create a web page linked to an SQL Database in which the user could communicate with other users, post texts, manage his account, follow other users' posts, search for content, ...
I worked on all the front-end including the visual design, the responsiveness for mobile of the entire site, the site map, the design of each page, ...
One of the first websites I developed.
Merging my interests in space and IT, I ended up creating a website with a collection of stuff I thought to be interesting for any astronomy enthusiast.
The site has been created using templates and code that no longer work as expected, but most of the content is still there.
My latest Minecraft project was a modification that could be placed on any map and modified the gameplay and objectives of Minecraft.
In this new game mode, the players had to survive, but they only had one life, the difficulty was increased, new data (such as mobs' health, ...) was available to them, a score system was added, ...
For a long time, my friends and I had been playing a custom game in Minecraft. In the game, we split in two teams and gave some time to build a fortress to protect a specific item. After that time, each team could attack the other team's fortress, trying to steal their item.
I decided to "formalize" the game to share it over the internet. This version had a hard control on the time, the teams, music, ... to make it easier and more comfortable for the players.
For the first time I saw an opportunity translating famous games originally made in English for the Spanish-speaking community.
I used my knowledge about Minecraft's redstone systems to understand the insides of the Game and be able to apply a translation to Spanish to it, in addition to making it possible for only playing 4 players instead of the original 7.
Having enjoyed a lot the previously developed game Defend Your Base, a new version was released that included many improvements and an additional map set on space.
In this new map, I tried to apply some game design theory to make it more enjoyable and later one I would organize a little tournament in this new game.
The first game I created was played inside Minecraft and built with Minecraft's vanilla elements.
Two teams were set up, and they had to defend their base while trying to destroy the enemy's. Special effects, equipment, ... were given to the participants and the game was played in a closed arena until one team reached the objective.
Being thrilled with the tremendous support the calculator project had, I kept working on more projects. The next one was a digital clock in Minecraft (even tough it was visualized as an analogue-like clock).
It used a set of "rotating memories" to turn on and off the lights depending on the time. I built it in survival following tutorials, and later I did my own version in creative mode.
The first Minecraft project I worked on was an idea I had after an update where the developers of the game created a straightforward way of computing subtractions.
Even tough, the system is waaaay from perfect (it uses a set of AND gates to calculate additions), that new component made it possible for me to imagine how to create a simple calculator inside the game, and so I did.
After dedicating far too much time into the video game Kerbal Space Program, and knowing that they were developing a sequel, I wanted to try to get into the project or, at least, help improve the final product.
I did so by writing a document that compiled ways to improve the usability of the game, one of the most forgotten things in the first one and one of the things that made most of my friends stay away from it.
I worked for P&G Belgium (Mechelen), and my goal was to update an app to digitize control processes of a factory that were done manually until the moment.
Those processes had statistical significance and the results were needed in daily and shift meetings. So, the results were displayed in an internal web app made with ThingWorx, where the usability and responsiveness were key.
Since I ended up copy-pasting plenty of assets from project to project, I ended up creating an asset that had a collection of tools and features that the average developer would most likely need in most of the projects made with Unity to reduce as much as possible the workload.
Additionally, it ended up being a core part of the thesis of the degree on production and development of video games.
It was my attempt on recreating a generation of infinite procedural voxel world worlds (like in Minecraft).
I managed to create a terrain with an optimized mesh, dynamic load of chunks, different terrain biomes, ...
But the complexity of that type of world generation is gigantic, and it was very difficult to combine with other mandatory projects (such as the video game Thicc Wet Paper Layers) so the project ended up abandoned.
Since I was always consulting which practices were recommended in Unity and which ones weren't I decided to start writing down notes about the information I found important to remember.
After some time, the number of notes that I had was considerable, so I started writing down a structured document that later I decided to publish online trying to help other people that would be looking for it.
A simple simulation imitating genetic evolution made with Unity that held different "species" living in a confined space.
In it, I applied random mutations with each generation's descendants while creating an environment in which the "organisms" had to survive.
The results may not be very rigorous, but every run finished with only one specie remaining that had overtaken all resources and annihilated all other species. Then, they all died due to their lack of resources.
For the voluntary program I joined, I tried to help by collecting and setting up second hand laptops in Ghanian schools.
I ended up collecting tens of computers, even tough at the end only a few could be installed.
Dungeon Assault is a simple tool to generate procedural dungeon maps for different types of improvized board games.
It was born from the necessity of playing board games with my friends with different maps with personalized rules.
This software creates dungeons that are not related to any game. However, it tries to be a whiteboard to allow the creation of any rule using some generic elements of role board games such as move player's tokens around the map, discover the rooms' content, find enemies with different characteristics, ...
Triunity Studios is the name I use to sign most of my projects.
In some projects, I receive help related to topics that I do not master. That's why I see those projects as collaborative work.
For this reason, I keep using this name. A name that, for me, represents all the people who helped me on the development of every project.
Some years before starting my university degree, I went with some friends to visit a university. At that moment, all of us seemed to want to study video game's development there.
To get into the world and get ready for that degree, we wanted to do a project together but first, we wanted "a cool name" for the group. We were three, so we came up with Triunity Studios.
At the end, I'm the only one who studied video game's development and that project was never finished. However, the name thrived.