Hello! My name is Esteban, and I am a senior at UCI majoring in Computer Science. Over the past year I have found a passion in game development and have shifted my focus towards a career in games.
Most of my work is a mix of mostly programming and producing when needed.
Zot Racer was a game that I pitched for the VGDC Winter Game Showcase. I assembled a team of 8 programmers and designers who all wanted further experience with Unreal Engine 5.
As the team lead, I managed the source control for our project by creating a Perforce server using a dedicated Linux server in my apartment. I also created a omnidirectional track design tool, implemented UI elements, implemented visual effects, and implemented most of the sound assets.
Since the goal of this project was to gain experience with Unreal Engine, I helped team members learn the engine by being a resource for them to learn from. I answered questions on how to navigate the Unreal Editor and I found documentation for important classes and functions team members might need. I also became more familiar with the engine through this project.
Best Nest Quest was a quarter long project pitched for VGDC @ UCI's Fall game showcase. I was assigned as the producer for this project for a team of nine students to create a 2D platformer in Gamemaker Studio 2. This project allowed me to practice modifying production frameworks to handle issues along the way.
Over the course of this project's development, I encountered new production issues that required personalized modifications to our Scrum framework. Great imbalances of experience within the team required the creation of support programmer roels who would assist the more experienced programmers however they could during their weekly sprints.
In this project I also was responsible for operations such as playtesting, presentation, and some level design.
I was the sole programmer on this 1 week gamejam game. In this game, 4 players or AI opponents fight in a deadly game of dodgeball. A player must take out all of their opponents by throwing the jack-o-lantern at them. Once a player is out, they can possess nearby objects to disrupt the game by interrupting players' throws. When a player is knocked out, all of the players they have knocked out are brought back alive.
Over this week, I wrote a flexible player controller configured for multiplayer and AI. I also implemented all sound and battle UI elements. I honestly put a bit too more time into battle text animations, but I really liked how they ended up. Overall I spent a healthy amount of time on this gamejam and got everything we planned implemented.
This gamejam game was created over the course of 3 days with fellow UCI students. It is a game of golf where a die is used instead of a golfball. Due to time restraints, many planned additional features remained unimplemented. This was the first time making a game in Unreal Engine for most team members.
Most of my work on this game was on the plpayer controller. I created a player controller for shooting the die in a given direction and could change die types. I also implemented interactions with golf holes and hazards.
This is a game made for GDIM 61 - Introduction to Game Development done over 8 weeks. With a team of 12, we created a task management game where a ghost must tidy-up a home without being seen by it's homeowners.
I worked on the UI elements of this game. I created scripts to create indicators pointing to important tasks and the navigable menus. All sound was also implemented by me.
Made For:
UCI GDIM 61
Role:
UI-UX
Date:
Spring Quarter 2022
Laserscape
This game was created for a gamejam involving students from several California college campuses. In 48 hours, we created a laser puzzle game where the player must push mirrors and lasers in order to hit a target to proceed to the next area.
I implemented the core gameplay of using pushable objects and a reflectable laser to solve puzzle rooms. All audio elements were implemented into the game by me.
Acid Trip 4 was a quarterly project that had diffuculty getting off the ground. The team originally began work in Fall of 2021, but I wasn't brought on until the beginning of 2022. Without a dedicated producer, the team struggled to get much done during the quarter. During my time on the team, I lead a team of 10 students to actualize all of the game's goals.
I set healthy and achievable goals for the team to pursue each week and displayed progress about the game in a mix of Google Spreadsheets and Trello boards. Since the large team had issues meeting all at the same time, I mediated ideas over multiple team meetings to ensure all team members understood the direction of the game.
While most of my work on this game was in producing it, I also contributed to the game by importing and polishing UI assets and animations. I integrated the existing dialogue system to accomodate changing sprites and sound effects.