Writing Samples

Writing Samples

Games

Narrative & Writing


Game Design



About me


I’m a student of Videogame Design and Production at TecnoCampus (University Pompeu Fabra) specialized in
Game and Narrative Design.
I’ve worked as a designer in various internships, game jams, personal projects and playtests.I'm interested in storytelling among videogames, literature or cinema. In the last years I have founded the CineclubTCM at university, and I also joined the Roleplaying & Boardgame club and discovered the fantastic world of TTRPGs.


Narrative Design projects

Starfinder: Afterlight

Sci-Fi CRPG title based on the Starfinder IP from Paizo which raised over 800K funding in Kickstarter.

Starfinder: Afterlight Beta


Narrative Designer and Narrative QA


  • Narrator definition

  • Dialogues for voice actors

  • IP documentation

  • Secondary characters and quests

  • Defined and implemented Narrative QA processes


La Santa Espina

Point&Click game about organizing secret meetings in a bar during the post-war period of Catalonia.
Winner of the Larian Studios Maximum Creativity Award, LUDI Awards 2024.

La Santa Espina


Narrative Designer, Writer and Musician


  • Wrote and implemented dialogues and Item descriptions

  • Wrote character sheets and relations

  • Composed character themes with traditional catalan music


Three Sheeps and a Wolf

Detective game about discarding three innocents out of four crime suspects, developed
in 7 days for the game jam "La Gameja" under the theme "3/4".


Narrative Designer and Writer


  • Designed the information system to expose clues to the players

  • Wrote and implemented game dialogues

  • Defined the game loop


Dungeon Dome (unreleased)

Dungeon crawler RPG with high levels of procedurality in all the systems in which you train companies to fight in the Dungeon Dome.


Narrative Designer


  • Designed and implemented a procedural backstory creator

  • Designed the game's journal

  • Defined part of the setting and worldbuilding


Game Design projects

Danger Zone

Fast paced FPS in a soviet nuclear plant controlled by robots. Winner of the Best Design and Best Production prizes at the TecnoGames competition.

Danger Zone Trailer


Game and Level Designer


  • Designed shooting and part of the enemies

  • Build blockouts and half of the levels

  • Designed the progression and hordes


Requiem for a Beat

Rythm fighting game against three unique bosses,
winner of the Public's Award at the TecnoGames competition.

Requiem for a Beat Trailer


Game Designer


  • Designed player and boss abilities

  • Balanced difficulty and rythm mechanics


Cube Cleaners

Party game for 2 to 4 players about extracting as much cubes as you can from a junkyard.

Cube Cleaners Gameplay


Game Designer and Producer


  • Built the level blockout and final dressing

  • Designed part of the core mechanics and gameplay loop

  • Organized the team for succesful weekly deliveries


The Illusionist's tomb

Divinity Engine Mod built as a recreation of the One Page Dungeon with the same name. The level is playable in Divinity: Original Sin 2. Made as a Level Design assignement.

The Illusionist's Tomb


Level Designer


  • Designed the floorplan for part of the rooms

  • Researched the engine and its capabilities

  • Defined the tone, aesthetic and theme based on the original One Page Dungeon


Predator's Gold

Strategy game of hypertext decisions and dice-based combat, winner of the “Best Theme Adaptation”
of the game jam “La Gameja” for the theme “Qui no s’arrisca no pisca (nothing ventured, nothing gained)”.


Game Designer and Writer


  • Designed bail mechanics to integrate triangularity (high risk - high reward)

  • Designed gameplay loops following random and fixed rewards patrons

  • Implemented the whole game in Twine