Tag Archives: C#

Ginger: Beyond the Crystal for Nintendo Switch (porting)


Project: Ginger: Beyond the Crystal
Studio: Drakhar Studio
Genre: Adventure, 3D Platformer
Platform: Steam, XBox One, PS4, Nintendo Switch
Job description: Gameplay Programmer, Tool Programmer, Tester
Technologies: Unity3D, .NET, C#, SVN, Tortoise SVN
WebSite: https://www.drakharstudio.com/ginger
Steam: http://store.steampowered.com/app/409520/Ginger_Beyond_the_Crystal/
Microsoft Store (XBox One): 
PlayStation Store: 
Nintendo eShop (Nintendo Switch): 


Gameplay Programmer and Tool Programmer for the porting to Nintendo Switch console. I worked on optimization tasks on code and helped to optimize asset graphic implementations in scenes (mostly consisted in grouping and baking meshes for reducing draw calls). Other task consist in develop small intergrated tools (to help to search large amount of objects in scene by component type and other filter options, mainly to help in light mapping tasks), studied and tested the game against the Nintendo Switch TRC guidelines and testing the game with the last changes on the Nintendo Switch hardware.

Soul Gun


Project: Soul Gun
Genre: 2D Platform
Platform: Web (HTML5/WebGL)
Job description: Game Programmer
Technologies: Unity3D, .NET, C#
- Itch.io
: https://ex3.itch.io/soulgun
- Ludum Dare 39: https://ldjam.com/events/ludum-dare/39/soul-gun/ (510th position of +2500 games)


Pablo Dapena (@PabloDap) 
Graphic Designer

Carlos L. Hernando (@CarlosLHernando) 
Game Designer

Alberto Sageras Roman (@AlbertoSajeras) 
Game Designer, Level Designer

José Miguel Sánchez Fernández - [EX3]
Game Programmer


A game for the Malaga Jam Weekend VI & Ludum Dare 39. A game made in 48h!

A 2D platform game with a gravity and energy mechanic. The player only can move on floor and shoot his weapon. Each shoot invert the gravity on entire level, enemies included, and each shoot consume a part of the player soul. If the player consumes his soul, then he will die instantly. The player can restore his soul when not shooting his weapon during a short time.

This game shared the MalagaJam and Ludum Dare themes: Atraction & Running out of Power.

The Esc4pe, a “primitive shooter” made with Unity3D

Featured tweet from GameJolt

Video reviews from itch.io & GameJolt

Today (December 20, 2017), the game reached near 100.000 visits and near 45.000 downloads, with a 4/5 avg. rate and featured on cover pages, on itch.io and Game Jolt marketplaces, in 60 days (near of 60.000 visits and 30.000 downloads between March and early May of 2017).

The game received a lot of feedback in the comments, and some users made video reviews with gameplays. This is a Youtube list with near 80 videos collected from user comments and Twitter searches:


Project: The Esc4pe
Genre: First Person Shooter
Platform: PC (Windows, Linux, Mac)
Job description: Game Programmer, Game Designer, Level Designer
Technologies: Unity3D, .NET, C#
Links: Post on my blog, Visual Studio EX3, with more details (ES)


Featured on itch.io marketplace with +19.000 downloads with a rate of 4/5 stars!

Featured on GameJolt marketplace with +25.000 downloads with a rate of 4/5! (Click on the thumbnail to view on gamejolt page)


José Miguel Sánchez Fernández - [EX3]
Game Programmer, Game Designer, Level Designer, "Voice" actor

Third party assets

Standard Assets & Cinematics Effects - Unity Technologies
Sci Fi Characters Mega Pack - PROTOFACTOR, INC: https://www.assetstore.unity3d.com/en/#!/content/19831
Scifi LowPoly Ammo Pickups - Pixelgraffiti: https://www.assetstore.unity3d.com/en/#!/content/12005
Yughues Free Palm Trees - Nobiax / Yughues: https://www.assetstore.unity3d.com/en/#!/content/13540

Amplify Color and FXAA Fast Approximation Antialiasing - Amplify Creations: http://amplify.pt/

Light Shafts effect - Robert Cupisz: https://github.com/robertcupisz/LightShafts

Camera Filter Pack (CRT Effect) - Vetasoft: https://www.assetstore.unity3d.com/en/#!/content/18433

Sound weapons & items effects are downloaded from Freesound.org site (http://www.freesound.org). All samples are under Creative Commons licence (Attribution 3.0 License)

Music themes "Hitman", "The Complex" & "Killers" are creations of Kevin MacLeod (incompetech.com) and released under Creative Commons licence (Attribution 3.0 License)


This project is made as practical exercise for the "Master in Video Game Development with Unity3D & 3DS Max Official Autodesk (MPV)" of CICE Madrid (http://cice.es/curso/master-en-desarrollo-de-videojuegos-con-unity-y-3dsmax/).

A "primitive shooter" developed in one month with technical restrictions based on the topics seen in class until the project start date. The game is not optimized (its performance is not stable).

Support XBox360 Controller in all PC platforms (implementing the input map for Linux and OSX following the information found on this wiki).

The game is initially designed to be played in 5~10 minutes (It can take 20~30 minutes to complete).

Developed and full tested under:
- Intel Core i5-2500 @ 3.30GHz
- AMD Radeon HD 6800 Series (with Crimson drivers)
- Windows 10 Pro x64

P.D.: This game will not receive new updates, bug fixes (for now) or new version with more levels.

Pirates: Treasure Hunters


Project: Pirates: Treasure Hunters
Studio: Virtual Toys
Genre: Action-MOBA, Free-To-Play
Platform: PS4, Steam
Job description: Backend Programmer
Technologies: .NET 4.5, C#, LINQ, JavaScript, HTML5, MVC5, Python, PowerShell Script, Bash, MariaDB, MongoDB, RedisDB, IIS, Windows Server (2008 & 2012), Linux (CentOS 6.5), SaltStack, SVN, Tortoise SVN, Git, SourceTree
WebSite: http://piratestreasurehunters.com
PlayStation Store: US Store, European Store 
Steam: http://store.steampowered.com/app/413690/


Backend programmer in Virtual Toys, for the Pirates: Treasure Hunter project, a Free-To-Play Action-MOBA game for South Korea (Netmarble) and China (NetEase) markets, and PlayStation 4 and Steam for occident markets (Europe and America). Our tasks consist in maintain and develop new features on the backend and maintain the development and production environments.

Update (16 november, 2016): The game is no longer available in Steam and PS4 Store. Virtual Toys closed in August 2016, because of an ERE. For this reason, the servers were closed in September 2016, and the game was shutdown and removed from the online stores. More information (spanish only) in the following links:

· http://www.elconfidencial.com/tecnologia/2016-07-06/virtual-toys-videojuegos-ere-despidos_1227682/
· http://www.vidaextra.com/industria/virtual-toys-se-enfrenta-a-un-ere-y-50-despidos
· http://www.meristation.com/noticias/el-estudio-espanol-virtual-toys-al-borde-del-cierre/2135175
· http://www.vandal.net/noticia/1350678798/el-estudio-espanol-virtual-toys-despedira-a-50-de-sus-empleados/
· http://www.3djuegos.com/noticias-ver/162914/la-espanola-virtual-toys-presenta-un-ere-que-afecta-a-50/
· http://www.vandal.net/noticia/1350683710/el-estudio-espanol-virtual-toys-se-desclara-en-quiebra/

Project Jupiter (Cancelled Prototype)


Project: Project Jupiter (Codename)
Genre: 2.5D Cinematic Action-Platformer
Platform: PC (Windows, Linux, Mac)
Job description: Game Programmer
Technologies: Unity3D, .NET, C#, PlayMaker (used to create base state machines)


A 2.5D Cinematic Action-Platformer. This project is born as a result of a bet between friends. Since 2010, I have been doing small tests with Unity3D, but no project or prototype. This project has helped me to try to learn the basics of the engine and gain some experience for future projects.

The prototype implement a functional character player with some of basic states, with functional weapon. The development focused mainly on the player's implementation and the visual style for future game levels (mainly lighting tests and retro look & feel). The project uses free assets, include part of the Angry Bots demo assets from Unity3D 4.

This project was cancelled due to several technical problems with 3D assets (old assets from Unity3D 3 and 4 versions, not compatible with new material system in Unity3D 5) and other related problems.

Full prototype level gameplay

Current state

In September 2016, try a new approach to the concept of the game, using new assets, compatible with Unity3D 5. This is a capture of a prototype with the new material of the project, trying to recreate a control similar to that of games like Shadow Complex:

At present (January 2017) the project is based on the original concept discarded, more typical of games of the 90's like Another World or Flashback:

State of the project in January 9, 2017, some tests focused on player basic mechanics (run, walk, jump, fall, landing, climbing...). Implementing own character controller and FSM system (without PlayMaker).

Slot Bonanza for Windows 8 (porting)


Project: Slot Bonanza for Windows 8
Client: Infi Apps (contracted by Plunge Interactive, studio responsible of the porting)
Genre: Slot Machine, Free to Play
Platform: Windows 8/Windows RT
Job description: Programmer (Porting)
Technologies: .NET 4.5, C#, MonoGame 3.0 Beta, Facebook C# SDK, Json.NET, BugSense, Sprite Sheet Packer, Visual Studio Express 2012 For Windows, Visual Studio Express 2012 For Windows Phone (as tool to compile assets for MonoGame project, with help of XNA 4.0)
Link: Slot Bonanza on the Microsoft Store


For this job I worked as a remote freelance to the studio responsible to the porting project.

This project is a port of the original game from iOS to Windows 8 (Windows RT). I had to rewritten from scracth the original Objective-C code, based on Cocos2d framework, to .NET/C# and MonoGame framework, and also had to adapt the game to the requirements of Windows RT platform.

Grey Infection


Project: Grey Infection
Studio: Undead Code Studios
Genre: 2D Puzzle-Platformer Adventure
Platform: XBox360 (XBox Live Indie Games)
Job description: Game Engine Programmer, Game Programmer, Technical Artist & VFX
Technologies: .NET 4.0, C#, XNA 4.0, TLSA.Engine (own XNA Game Engine), Visual Studio Express 2010
Link: Grey Infection page on XBox Marketplace
Source code: https://github.com/VisualStudioEX3/Grey-Infection


Eduardo Millan - SiPoX
Producer, Game Designer, Level Designer

José Miguel Sánchez Fernández - [EX3]
Game Engine Programmer, Game Programmer, Technical Artist & VFX

Pablo Delgado - Guybrush Threepwood
Music Composer

Cristina Pinilla Fernandez
Text Revisions (English localization)

Ruben Barroso Heredia (*)
Graphic Designer

(*) Disclaimer: I and the rest of the team, after the publication of the project and in the future, we are no longer related, supported or associated with this person, Ruben Barroso Heredia, and we are not responsible for their legal or illegal activities related directly or indirectly, with the video game industry or related business, including false professional experience accreditation or related training jobs in this area as teacher.


My first professional game developed in a game studio. A 2D Puzzle-Platformer Adventure, based on White & World, a Game Jam project in which some members of the team worked, and that you can found in this portfolio.

The game mechanic basically is destroy the enemies, in the correct order, to create or destroy parts of the level, to reach the exit point. The exit point can only be enable when the all enemies are eliminated.

The game was developed using an own XNA based game engine, TLSA.Engine, a newer version of my old game engine TLSA Engine (based on Visual Basic 6.0 and dx_lib32, an own game framework).

In addition to programming the game and the engine, other tasks where I been involved was VFX enhancement in the final art in scene, simulate some post-process effects, like the glitch effect, UI visual design of the main menu and their elements, several background live visual elements and effects in most of the levels, and guide the artist in how to prepare and optimized the final assets to use in the game.


A few reviews in specialized spanish game blogs:

Pulpetes Forever


Project: Pulpetes Forever
Genre: 2D Puzzle-Realtime strategy
Platform: Windows
Job description: Game Programmer
Technologies: .NET 4.0, C#, XNA 4.0, TLSA.Engine (own XNA Game Engine), Visual Studio Express 2010
Dev blog: http://ex3perience.wordpress.com/category/compo-cpes15/ (ES)


Eduardo Millan - SiPoX
Producer, Game Designer, Level Designer

José Zanni - Josepzin
Graphic Designer

José Miguel Sánchez Fernández - [EX3]
Game Programmer


A project for the Game Jam in GameDev area of Campus Party España 2011. A game inspired in the classic Lemming. The game was programmed with TLSA.Engine, a new version of my old game engine in Visual Basic 6.0 and dx_lib32 (an own game framework). This version is based in .NET, C# and XNA.

The restrictions of the Game Jam were: octopus, teleports and randomness.

Aquanoid (CP2K8)


Project: Aquanoid (CP2K8)
Genre: Arcade
Platform: Windows
Job description: Game Programmer, Graphic Designer, Level Designer
Technologies: .NET 3.5, Visual Basic .NET, C#, dx_lib32 (own game framework), Visual Studio Express 2008, MS Paint (as level editor)


A project for the Game Jam in GameDev area of Campus Party España 2008. This an Arkanoid game with altered mechanic: the pad/player float on water. The water level goes up every few seconds. The player dies if reach the block level or the ball touch the water.

The game defines her levels with small bitmaps images of 12x12 pixels, where the color pixel defines the type of block.

The restrictions in this Game Jam were: water, puzzles and comic style.