Projects & Credits
A selection of projects I participated in. Much of my work is covered by NDAs or has no public reference, so this is the visible part — my LinkedIn and CV tell the fuller story.
- Cities: Skylines II — Engine & Console Support (credited)
Publicly credited in the shipping title for Unity engine and console support work with Colossal Order / Paradox Interactive.
- V Rising — Engine Support (credited)
Publicly credited in Stunlock Studios' V Rising for Unity engine support work.
- top-recode — rebuilding a 2007 MMORPG in modern C++
My ongoing recode of Tales of Pirates (TOP/PKO): "heart", a from-scratch, Lua-free, cross-platform C++20 rebuild of the game server, and "viewer", a raylib-based 3D viewer that renders the original converted game assets — no SQL Server, no Windows-only toolchain required.
- CardoBlast — an RPG for the Playdate console
A top-down survival RPG in C++ for the Playdate handheld: a magician fighting monster waves across procedurally generated arenas, with RPG progression, multiple magic abilities, a slow-time mechanic, and a save system. Built as a C++ learning exercise on real constrained hardware.
- TractorSim®
Agricultural machinery training simulator. I worked on almost everything: physics, mechanics, custom input system, D-Box motion integration, SQL databases, graphics, sound, and course design.
ML-Trained TanksMachine-learning-powered AI simulating a tank battle — final project of the Ironhack data analytics bootcamp.
- CAS — Campaign Artillery Simulator
Two versions of a military artillery training simulator for M&S Holding Group, integrating solutions based on VBS3 and Unity.
- Virtual Labs (CloudLabs)
Migrated and developed virtual STEM laboratories with ToroLabs, used by educational institutions for hands-on training.
- COROVAMP
A Colombian game-jam entry built with two friends who had never used Unity — I enjoyed every minute of it.
- Room Scale VR
Exploration project for pre-visualizing, navigating, and interacting with virtual locations in room-scale VR.