Category Archives: Indie

Teku Studios: The Stone of Madness

Project: The Stone of Madness
Studio: Teku Studios (supported by The Game Kitchen)
Genre: Strategy, RTS, Stealth, Tactical
Platform: Windows, XBox Series X|S, PS5, Nintendo Swtich
Job description: Gameplay Programmer & Tool Programmer
Technologies: Unity3D, .NET, C#, Plastic SCM
Store links: Steam, Epic Store, Xbox Store, PS Store

"From the creators of Blasphemous"

To be honest, this is an original game designed and developed by the creators of Candle, Teku Studios, with help and support from The Game Kitchen and not viceversa. This is the truth.

The Stone of Madness is a real-time tactical stealth game set in an 18th-century Spanish Monastery. Five prisoners pool their skills and resources to face their phobias, stave off insanity, uncover the mysteries of the Monastery, and find a way to escape.

Senior Game Programmer and Tool Programmer working on the system and tools to manage and design the campaign missions and objectives, used by the game designer to easily structure all the logic involved on the different campaign missions and objetives in the game, and to be able to fast prototyping ideas on  the game levels without affect or collide with all exsisting work.

Also I worked, in minor way, maintaing and extending the code of some systems and entities (players and NPC characters, items, dialog system features...).

Other tasks was help with the optimization the code of some systems (thinking on the porting to consoles) and a QA tool for ease catch unhandled exceptions and end the game session (to prevent false error feedback up from this point due the Unity feature to continue execution with unhandled exceptions) recolecting all possible debug data (exception message, full stack trace, screenshot of the last frame rendered...) pack it on a zip file and show a "BSOD like" screen with all collected data.

Demons With Shotguns (Xbox One & PS4 port)

Details

Project: Demons With Shotguns
Studio: Mind Shaft Games (ported by Stage Clear Studios)
Genre: Arcade, Brawler, Platform, Shooter
Platform: XBox One, PS4
Job description: Gameplay Programmer
Technologies: Unity3D, .NET, C#, SVN, Tortoise SVN
WebSite: http://mindshaftgames.com/
Store links: XBox One, PS4 (US), PS4 (EU)

Credits

Programmers
Sergio Alonso Martínez
José Miguel Sánchez Fernández

QA
Guillermo Regueiro Martín-Albo
Andrés Conde Herranz
Maria Ruiz Algar
Alberto Relucio Gallego

Producer
Raquel Sánchez Illescas

Description

The ultimate couch fragger gibfest! Armed with a powerful boomstick and bullet deflecting shield, up to four players wage unholy war against each other as they compete for souls in nine different local multiplayer game modes (wave mode for 1-2 players also included) across four realms and 40 arenas. This is demonic local multiplayer action at its bloodiest!

A really fun game for play with one or three friends in local!

Gameplay programmer for the porting to Xbox One and PS4 during  mi period in Stage Clear Studios on 2018. Working to improve the performance and stability on console of this game, performance in code and in draw calls, and to finish the console services integration in code, also solving critical problems with the multiplayer, UI and input implementation, and bad using of plugins and frameworks.

Dependency Injection and the InControl plugin: the downway to the hell in Unity

One of the critical issues in this project was the over engineering applied by the original developers when using a bad implementation of Dependency Injection (or Inversion of Control) architecture in Unity using a third-party framework. This issue results in a very complicated code to debug using the Unity and Visual Studio debuggers because the code makes random and unexpected traces in execution, and this results in more time to port the game to XBox One and PS4 consoles (this project took more of a year to was completed the port to both platforms and pass the TRCs to be published).

Other problem to solve in this port was the bad use of InControl plugin, a popular multiplatform input manager for Unity (and the source of most of the bugs to fix in the most of projects that I worked during a year in Stage Clear Studios). Most of the problems to fix was the InControl implementation with the multiplayer logic and the user session pairing. In PS4 adding a critical bug when the console return from the suspension mode (turn off the console when the game is running and turn on to return the previous session). In PS4 (almost in this project), InControl stop to working after the console return from the suspension mode. This result in fail the TRC process when try to publish a game to Sony.

Because the InControl source code is a mess to apply custom fixes, my solution was the implementation of an own lightweight input system using the built-in Unity input system (based on the input system implemented in my master degree final project, Argos: CICE MPV Project) and the needed calls to PS4 DualShock functions (mostly for vibration). Basically, my system was a wrapper that catch any InControl call, and remaped to Unity built-in input system, recreating all needed classes and structures from InControl API to ease bypass the plugin without rewrite any line of code of the game.

Pipe Push Paradise (Nintendo Switch, XBox One & PS4 Port)

Details

Project: Pipe Push Paradise
Author: Corey Martin (ported by Stage Clear Studios)
Genre: Puzzle
Platform: XBox One, PS4 & Nintendo Switch
Job description: Gameplay Programmer
Technologies: Unity3D, .NET, C#, SVN, Tortoise SVN
Store links: XBox One, PS4 (EU), PS4 (US), Nintendo Switch

Credits

Programmers
Juan Escudero Vizcaino
José Miguel Sánchez Fernández

Technical Artists
Sergio Bernardo Sánchez
Francisco Porcel

QA
Guillermo Regueiro Martín-Albo
Andrés Conde Herranz
Maria Ruiz Algar
Alberto Relucio Gallego
Ricardo Pascual Segovia

Producer
Raquel Sánchez Illescas

Credits (Nintendo Switch version) on MobyGames site: https://www.mobygames.com/game/switch/pipe-push-paradise/credits

Description

Gameplay programmer for the porting to Xbox One, PS4 and Nintendo Switch.

I worked on optimization tasks on code and graphics assets in scenes, mainly reducing polygons in major objects in scene, like the pipes, implementing a system to switch original pipe models for a low-poly version when the puzzles are solved (the original pipes, that the player see when play a puzzle, are a compound of several high-detailed meshes with detailed interiors, very unoptimal for realtime videogame rendering), and removing several duplicated/overlaped sprites on decorations (and improved the sprite materials with help of our in-house technical artist, Sergio Bernardo) to reduced the several overdraw and draw-calls when the game shows the entire island or large areas with solved puzzles.

Other task consisted in adapted the user session for working with the console systems, and save game implementation and other related game state code to avoid continuously read/write operations on disk (or the NAND memory in Switch) major bugfixes related with the original Steam version and last-hour game workflow changes requested by the game developer.

P.D.: Before the last Nintendo Switch SDK version on november, Unity games on Nintendo Switch they couldn't reach the full potential on the GPU. Because this, initialy, in an effort to reach almost 30 fps, we created an alternate version of the island scene for the Nintendo Switch version and applied several cuts on effects and decorators, like the water waves effects and some sprite layers in most of the wall decorators like the hedges.

Slayaway Camp: Butcher’s Cut (Nintendo Switch & PSVita Port)

Nintendo Switch Trailer

PSVita Trailer

Details

Project: Slayaway Camp: Butcher's Cut
Studio: Blue Wizard Digital (ported by Stage Clear Studios)
Genre: "killer" puzzle
Platform: Nintendo Switch, PSVita
Job description: Gameplay Programmer
Technologies: Unity3D, .NET, C#, SVN, Tortoise SVN
WebSite: http://slayawaycamp.com/
Store links: Nintendo Switch, PSVita (US), PSVita (EU)

Credits

Programmers
Alejandro Machuca Díaz
Sergio Alonso Martínez
José Miguel Sánchez Fernández

QA
Guillermo Regueiro Martín-Albo
Andrés Conde Herranz
Maria Ruiz Algar
Alberto Relucio Gallego

Producer
Raquel Sánchez Illescas

Description

A killer puzzle game where you control Skullface, a psychotic slasher bent on slaughtering camp counselors at the title campground. Slide this adorable voxel murderer around hundreds of isometric puzzle levels to squash, flay, and decapitate the hapless victims in this darkly comic homage to 80s trash horror.

Gameplay Programmer for the porting to Nintendo Switch and PSVita console versions. I worked on optimization tasks on code and graphics assets in scenes. Other task consisted in adapted and improved some UI elements to use in touch screen and major bugfixes on this platforms.

PSVita version was required most of the enfort, was the most difficult platform to port. Mainly I needed to reimplemented most of the original game core to ensured to fit in the low hardware requeriments, I implemented new resource management systems to cached reusable assets (sounds, textures, etc...) and background load processes (this is the only version that requires of loading screens between scenes and other game states). Also I applied extreme optimization in all graphics assets to avoid continous VRAM overflows adjusting size and compresion parameters in a right way to preserved the original visual feel in the PSVita screen resolution.

Ginger: Beyond the Crystal for Nintendo Switch (Porting)

Details

Project: Ginger: Beyond the Crystal
Studio: Drakhar Studio
Genre: Adventure, 3D Platformer
Platform: Nintendo Switch
Job description: Gameplay Programmer, Tool Programmer, Tester
Technologies: Unity3D, .NET, C#, SVN, Tortoise SVN
WebSite: https://www.drakharstudio.com/ginger
Store links: Nintendo Switch

Description

Ginger: Beyond the Crystal is an adventure platformer in which you have to rebuild and restore balance to a world devastated by the explosion of a mystical crystal. Face quests and challenges set over 3 worlds and gain powerful new skills, costumes and powers that will help you to defeat the fiercest.

Gameplay Programmer and Tool Programmer for the porting to Nintendo Switch version. 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.

The Esc4pe, a “primitive shooter” made with Unity3D

Featured tweet from GameJolt

Video reviews from itch.io & GameJolt

Today (August 4, 2018), the game reached +120.000 visits and +50.000 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 videos collected from user comments and Twitter searches:

Details

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)

Downloads

Featured on itch.io marketplace with +25.000 downloads with a rate of 4/5 stars!

Featured on GameJolt marketplace with +40.000 downloads with a rate of 4/5! (Click on the thumbnail to view on gamejolt page)

Credits

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)

Description

This project is made as practical exercise for the "Master Degree 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
- 8GB RAM
- 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.

Slot Bonanza for Windows 8 (porting)

Details

Project: Slot Bonanza for Windows 8
Client: Infi Apps (contracted by Plunge Interactive (Starloop Studios), studio responsible of the porting)
Genre: Slot Machine, Free to Play
Platform: Windows 8/Windows RT
Job description: Programmer, Technical Artist
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

Description

Gameplay programmer for the porting to Windows 8 (Metro/WinRT app game).

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 3.0 framework, and also had to adapt the game to the requirements of Windows RT platform and variable screen resolutions.

Escape from Hell

Details

Project: Escape From Hell
Studio: Undead Code Studios
Genre: 2D Platformer Adventure
Platform: Web/Flash
Job description: Game Programmer, Technical Artist & VFX Artist
Technologies: Flash, Action Script 3, Flixel, Flash Develop, MochiAds
Source code: https://github.com/VisualStudioEX3/EscapeFromHell
Play:
    - Play for free on Newgrounds (Flash plugin not required)
    - Play for free on BlueMaxima's Flashpoint project

Credits

Producer
Eduardo Millan - SiPoX

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

English Localization
Cristina Pinilla Fernandez

Game Designer, Graphic Designer, Level Designer
Ruben Barroso Heredia (*)

(*) Disclaimer: The rest of the team and I, 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.

Description

Game Programmer, Technical Artist & VFX Artist for the development of Escape From Hell. An old school 2D platformer adventure, with fixed scenes, without scroll, with a basic mechanic of jump and run, and the special ability to buried underground in some places, for avoiding enemies or pass through some obstacles.

In addition to programming the game, other tasks where I been involved was VFX enhancement in the final art in scene, simulate some post-process effects with the Flash render limitations, like vignetting or dinamic brightness for backgrounds, and guide the artist in how to prepare and optimized the final assets to use in the game.

Aquanoid

Details

Project: Aquanoid
Studio: Undead Code Studios
Genre: Arcade
Platform: Web/Flash
Job description: Game Designer, Game Programmer
Technologies: Flash, Action Script 3, Flixel, Flash Develop, as3sfxr, MochiAds
Source code: https://github.com/VisualStudioEX3/Aquanoid
Play:
    - Play for free on Newgrounds (Flash plugin not required)
    - Play for free on BlueMaxima's Flashpoint project

Credits

Producer
Eduardo Millan - SiPoX

Game Designer, Game Programmer
José Miguel Sánchez Fernández - [EX3]

English Localization
Cristina Pinilla Fernandez

Graphic Designer, Level Designer
Ruben Barroso Heredia (*)

(*) Disclaimer: The rest of the team and I, 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.

Description

Game Designer and Game Programmer for the development of Aquanoid. An Arkanoid based game with altered mechanics: 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.

This game is based on my version of Aquanoid (2K8) for the Game Jam of Campus Party Spain 2008.

Grey Infection

The original flavour of Grey Infection

Before the arrival of the Graphic Designer profile, we have already decided and closed the visual style of the game, a pixel-art style with clean aesthetics, using plain colors (black & white palette for the non-passed levels, and basic color palette for cleared levels). The original art was created by me, based on previous works for TLSA Project and used in White & World project.

The final visual style of the game is an imposed decision by the Graphic Designer because he was unable to work with the original style. The decision was not voted with the original creators of the project, Eduardo Millan and me. And also because we are running-out of the schedule (the Graphic Designer arrival in the last stage of the development, he wasted near of a month trying to adapt with the original style and we needed to be ready to publish the game in less of 2 months after this), we finally desist to use the original style in favor the current used, and finish the rest of development in time.

These is a some captures of the original prototype visual style of the game, the same style used for the Microsoft Dream Build Play 2011 entry:

Pre-Production video and Dream Build Play 2011

A couple of videos from the pre-production stage, mentioning a Grey Infection as succesor of White & World, and early preview of the submited version to Microsoft Dream Build Play 2011 contest, both before the Graphic Designer entered to the team:

Details

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 Artist
Technologies: .NET 4.0, C#, XNA 4.0, TLSA.Engine (own XNA Game Engine), Visual Studio Express 2010
Source code:
https://github.com/VisualStudioEX3/Grey-Infection
https://github.com/VisualStudioEX3/TLSA.Engine

Credits

Producer, Game Designer, Level Designer
Eduardo Millan - SiPoX

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

Music Composer
Pablo Delgado - Guybrush Threepwood

English Localization
Cristina Pinilla Fernandez

Graphic Designer
Ruben Barroso Heredia (*)

(*) Disclaimer: The rest of the team and I, 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.

Description

Game Engine Programmer, Game ProgrammerTechnical Artist & VFX Artist for the development of Grey Infection for Xbox360 (XBLIG).

My first professional game developed in a game studio, and my first console game. 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.

Reviews

A few reviews in specialized spanish game blogs: