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.

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