Downtown: Aventura en el metro

I have been working on a serious game named “Downtown: Aventura en el metro” since the last September. It was my first “commercial” project or I should to say, my first project as professional because the game will be free.

The game is a third person adventure and it has a very clear goal: help Down syndrome children to improve their independence to travel using the subway.


Usually these children just remember their path to school or wherever they have to go but really they don’t understand why get that transfer line or how to get their destination if a line is closed (by train maintenance for example). The way this game try to help is involve them in a mysterious adventure where they have to catch a famous thief named “Malignus”. To do that, the player has to do some missions before go to the final mission and finish the game.

It’s very important to know these persons have a lot of cognitive problems (many of them can’t read) and their reactions are very slow so this game is maybe too easy for a child without this disaease. However there are four difficulty levels each of them controls how many missions they have to clear before final mission, or number of pieces in some puzzle minigames …


About the game itself, is a semi-procedural game. There are few missions but the stations and the places are random each game. We wanted short games in order to they play a lot of different missions and they travel around the subway taking different paths.

There are 3 different mission types: mobility, exploration and logic. With these missions we tried to force them to travel between different stations, explore the station to find something (in order to focus them in some task) and push them to resolve simple challenges as memory games, puzzles, or taking photos.

Before start the game you can customize your avatar and choose the face, hair, clothes… and during the game you will win gems. These gems work as coins and you can use them to buy customes in the shop. There are a lot of them and you can combine different parts, also when you have bought the complete set the character has a special in-game effect or idle animation.


We also wanted to reproduce some events that they can find in the real life like doors broken, subway map lost, travel card doesn’t work, people who distract you from your mission…. and sometimes you will have to ask to subway people to resolve this events.

We were a very small team: 3d Artist, 2D Artist, Game designer/programmer and me, another programmer so I was not in charge on a specific area, I had to do a lot of things like NPC’s behaviour, mechanics for the interactive map, minigames, cutscene editor, graph algorithm to find routes, some events, dialog system…


The game was made using Unity3D game engine and coded in C#.

Probably the game will be released the next May and I hope it really helps to Down Syndrome children to learn, and of course, to have fun.

Finally I want to thank my work mates Marta, Diego and Rodri who was the idea owner and game designer. And of course to Alvaro, the director of CEIEC department where we develop the game and who gave me the opportunity to work in the project.

Game official website


Screenshoot gallery:


Pet Ninja Changer – Ludum Dare 35

I decided to join to Ludum Dare 35 and try to do some useful concept for my first game jam. The theme for this Ludum was Shapeshift. Yes, it was a hard theme and I spent a lot of time just thinking about something cool.

The concept is… there is a plain level with a main color so, at the beginning it maybe confuse but you have the initial skill to highlight some places of this world like this image:


The highligth color match with the ninja’s color. Each one has a special skill to help you in this weird world.  These ninjas are:

  • Yellow Tiger: His skill is the speed. He can run very fast and it will help with some trap/platforms which fall when player is inside.
  • Red Rabbit: This ninja is the only who can jump. As you can see in the previous image, there are zones only that are only available when you have the jump skill
  • Green Rinno: He can broke some special walls. These walls are also green and you have to use the default beaver skill (highlight skill) to see them.
  • Blue Bull: The last skill you need to escape from this world. Bull ninja can attack in order to kill your enemies.


As I said, at the beginning you don’t have any Ninja and you have to find them in different rooms. When you have all the skills you can go to the exit door and finish the game.

Really the game is too short so I wanted to make it hard but probably It’s too much hard hehehe. All the character movements are based in physics so in the case of the Ninja Jumper if your speed is low you jump is also low but if you get some speed the jump would be too big and probably you will die or fall from the blocks (and start again…). Sometimes can be frustrating, I know it.


Similar thing happens with the Ninja Runner, he is very fast and sometimes you are out of control, especially in some parts where you have to run and stop to avoid the traps.

About the control, you can use keyboard + mouse or Gamepad (I tested it with xbox 360 controller). There are few keys: ‘WASD’ to move, ‘Q’ and ‘E’ to swap the different Ninjas you collected and ‘Space’ to perform the current Ninja action. If no ninja is selected (Beaver) the available action will be swap between different colors/ninjas to highlight.


There are another key for enable better graphics (bloom, vignette and sun shafts) that are disabled by default in order to get better performance in WebGL version and is the ‘End’ key.

And that’s all for a weekend. For the next jam I will probably do something more direct, easy to control and understand because people who play jam entries doesn’t want waste time learning how to play or dying all the time hehehe.


Gameplay video (fast motion):



Bitgem3d Bubble Bobble Contest


Here is my entry for the last Bitgem3d Contest. I visited their webpage searching some free assets and I saw the contest post in the forum. The target is make at least a level of a game inspired in the classic Bubble Bobble.

For the contest they enabled some assets for free download during few days: The Dragon, some basic cubes with different textures (rock, sand, grass…) and a pack of loot props like coins, gems, fruits… all of them very cool.


d3I decided to make a kind of Super Bobble 64 hehehehe but I had not too much free time after work so the result is not so polished as I wanted.

In this demo level, you have to collect the coins and defeat the enemies before time finished. You can kill the enemies shooting them with your bubbles or you can jump over.


Death by jump will give you less points and the enemies can damage you but its easier than shooting. The final score depends of the elapsed time, enemies defeated (and how) and the collected coins.

It was made in a week (only afternoons) but I spent more time during the weekend.

Sushiman Quest


Sushiman Quest is a 2D puzzle game made with Unity3D. I like board games very much so I have taken some ideas or concepts from other board games, and from my friends (thanks Pepius and Lara) and I have designed a kind of “making sushi battle” game.
Certainly I have been working in a lot of projects at the same time and the game is temporarily paused but I will resume it very soon and will edit this post with more screenshots, gameplay details and much more!

I will launch the game with “vs cpu battles” through a history mode but I would like to include a multiplayer mode in the future. Meanwhile here are some images!

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Unity3D Terror Game Test for Mobile VR devices


Future of videogames is VR. I’m not talking about traditional games replacement but I think the next big change will be VR. Oculus Rift, Morpheus, Valve-HTC Vive, Razer Hacker, Samsung Gear VR… There are a lot of future VR devices and this is one of the reasons because I’m not a DK2 owner (not yet :P). A lot of devices, a lot of “standards”, a lot of APIs… Meanwhile I bought a cheap VR glasses for mobile devices in order to test some ideas.

My first demo is a kind of terror game in first person view where the player is an employee trying to discover some clues in his office during night, in order to explain the weird behaviour of his boss. This “game” has two different parts. The first one is based on explore and find some clues. No Weapons, just a flashlight.

One of the main issues about VR and mobiles is the control. First I tried to do a game semi – on rails. The player moves automatically to each room and there you can interact visually with some objects there (looking at them for a few seconds).


But I wont publish the game for the public so I decided to move the main character using a gamepad connected to the mobile via bluetooth. The camera is moved by head tracking using the mobile gyroscope and you can walk using gamepad stick. It’s really simple and easy to do using Unity3D.

About the second part (which is still in progress) the player has resolved this mystery and he has to defeat the final boss. It will be a simple FPS fight and now, yes, using fire weapons. I don’t want to spent much more time in this demo because I have another ongoing projects and future VR ideas.

A lot of scary events are included so it’s so funny to see my friends testing this game }:)

I have used Unity3D engine, sixaxis android app to connect the gamepad and Durovis SDK for head tracking and SBS effect.


Tower Defense Unity3D Test


I made, just for testing, a tower defense prototype. The gameplay rules are very simple: Enemies will be spawned and they will try to reach the magic crystals. Player health will be decreased for each enemy who touch any crystal. To avoid it you can build two kind of turrets: canyon turrets which launched projectiles and laser turrets which damage enemies over time.


I coded some custom inspector scripts in order to craft the map just in time. I mean that you can replace the tiles map from the object inspector instead of delete a tile and add a different one.
Select a tile, change the tile type and press “Change Prefab”. it’s possible to rotate the tile 90 degrees too.



There are few prefab tiles like normal enemy spawner, armored enemy spawner, laser turret, canyon turret, etc.. The enemies behaviour script can be attached to a more complex model, it’s ready to work with animations too.

You can you set your map dimensions quickly and change the different tiles which will be used before to find a correct path to the crystals using BFS algorithm.

In-game camera control is like a RTS style, you can move, zoom and rotate in order to navigate easily.

It was a very funny exercise and I suppose that make a more complex game from this “template” with a good looking graphics is possible.