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XAVIER FRANCESCH SABATÉ
PROJECTS
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final project
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Shutdown Game - Master's degree final projec
3D Twin Stick Shooter game made in a game engine developed alongside. The team was composed by 17 programmers and 5 artists.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
I worked in this project as a 3D artist and game designer.
I was in charge of creating the melee enemy of the game, modeling and texturizing 3D assets (props and buildings) for the three levels, building part of the second level inside the engine and illuminating the second and the third level of the game.
Projects
VKET 2022 - VRCHAT
Polygonal mind booth for the 2022 Vket Virtual Marketplace, everything is thought around the avatars attention, by simulating cryo chambers where they rest. Every detail has a futuristic touch, as a close view of what the company envisions.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
VKET 2022 - VRCHAT
Polygonal mind booth for the 2022 Vket Virtual Marketplace, everything is thought around the avatars attention, by simulating cryo chambers where they rest. Every detail has a futuristic touch, as a close view of what the company envisions.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
VKET 2022 - VRCHAT
Polygonal mind booth for the 2022 Vket Virtual Marketplace, everything is thought around the avatars attention, by simulating cryo chambers where they rest. Every detail has a futuristic touch, as a close view of what the company envisions.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
VKET 2022 - VRCHAT
Polygonal mind booth for the 2022 Vket Virtual Marketplace, everything is thought around the avatars attention, by simulating cryo chambers where they rest. Every detail has a futuristic touch, as a close view of what the company envisions.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
VKET 2022 - VRCHAT
Polygonal mind booth for the 2022 Vket Virtual Marketplace, everything is thought around the avatars attention, by simulating cryo chambers where they rest. Every detail has a futuristic touch, as a close view of what the company envisions.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
**Technical Information**
The booth structure of 14.5m x 9m x 8.5m is composed by a model with a total of 5180 tris and a PBR material composed by 4 atlas of 2048x2048 resized in Unity to 1024x1024 for a better performance of the scene.
The target platform of the project was VRChat, it was developed using Unity and it took three weeks to develop the whole project.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of modeling the terrain, the mountains and the waterfall. Also I worked on integrating them to the project using Unity and animating all the water UVs of the scene.
Also i worked on the illumination and light baking of the scene.
The project had a duration of two weeks.
Avatar Garden Voxel - VRChat
Inspired by Paul Gauguin's art, this voxel version of the Avatar Garden has 200+ unique voxel avatars from 100Avatars available for everyone to use.
Avatar Garden - Spatial
Inspired by Paul Gauguin's art Avatar Garden has 200+ unique avatars from 100 Avatars web page available for everyone to use.
**Technical Information**
In this project I was in charge of the game design of the quest and its integration into the project.
To achieve that I used Spatial's Unity SDK quest components logic to create the different
situations that occur during the quest by instantiating components and enabling different animations
during the different stages of the quest.
I was also in charge of creating all the animations for the characters that the player encounters during the mission and build their animation controllers in Unity.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of the game design of the quest and its integration into the project.
To achieve that I used Spatial's Unity SDK quest components logic to create the different
situations that occur during the quest by instantiating components and enabling different animations
during the different stages of the quest.
I was also in charge of creating all the animations for the characters that the player encounters during the mission and build their animation controllers in Unity.
The project had a duration of two weeks.
Avatar Garden - Spatial
Inspired by Paul Gauguin's art Avatar Garden has 200+ unique avatars from 100 Avatars web page available for everyone to use.
**Technical Information**
In this project I was in charge of the game design of the quest and its integration into the project.
To achieve that I used Spatial's Unity SDK quest components logic to create the different
situations that occur during the quest by instantiating components and enabling different animations
during the different stages of the quest.
I was also in charge of creating all the animations for the characters that the player encounters during the mission and build their animation controllers in Unity.
The project had a duration of two weeks.
**Technical Information**
In this project I was in charge of the game design of the quest and its integration into the project.
To achieve that I used Spatial's Unity SDK quest components logic to create the different
situations that occur during the quest by instantiating components and enabling different animations
during the different stages of the quest.
I was also in charge of creating all the animations for the characters that the player encounters during the mission and build their animation controllers in Unity.
The project had a duration of two weeks.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Doritos Triangle Studios - Decentraland
Doritos launched their Superbowl ad and entered the metaverse to celebrate their new BBQ flavour - Sweet and Tangy.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
The project mission was to create a building that captured the essence of the ad - the music, triangles, and the delicious new flavour.
Doritos was a hot point in Decentraland with its 3-day event full of rythm and sauce.
**Technical Information**
I was in charge of modeling, animate and texture the beatmaker game plus the building that surrounds it. Also I worked alongside with the programming team to get the beatmaker integration ready in Unity to later deploy a working game experience in Decentraland.
The target platorfm of the project was Decentraland, it was developed using Maya, Photoshop & Unity and it took 6 weeks to develop the whole project.
Automatic Truck Weighing System - 3D Animated Video
3D animation of a new truck weighing system that using truck plates scanning cameras and digitalised tickets by QR codes, pretends to automate trucks entrances and exits.
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-Rendered in UE4.
-3D assets made with 3dMax.
-Textures made using Quixel Suite 2.
-Video edited with Adobe Premiere.
**Truck cargo, traffic cones, fences and shipping containers have been downloaded from the UE4 Marketplace.**
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-Rendered in UE4.
-3D assets made with 3dMax.
-Textures made using Quixel Suite 2.
-Video edited with Adobe Premiere.
**Truck cargo, traffic cones, fences and shipping containers have been downloaded from the UE4 Marketplace.**
Oculus Go Project - Tècnica de Canalització Perifèrica
Final degree project, created in collaboration with TIC Salut Social. The purpose of this VR app is to teach nursing students the procedure of channeling a peripheral pathway on adults.
-Developed in Unity 3D scripting in C#.
-All the assets have been modeled using 3d Studio Max.
-The textures have been created using Quixel Suite 2 DDO and/or Adobe Photoshop.
-The Normal Maps have been created using Quixel Suite 2 NDO and XNormal with high poly versions of the project assets.
-Developed in Unity 3D scripting in C#.
-All the assets have been modeled using 3d Studio Max.
-The textures have been created using Quixel Suite 2 DDO and/or Adobe Photoshop.
-The Normal Maps have been created using Quixel Suite 2 NDO and XNormal with high poly versions of the project assets.
FakeHospital - Unity 3D Scene
Abandoned hospital scene where it seems that some terrible disease forced people to abandon it, but in the end you realise that it's just a movie set.
*Volumetric light made with Aura 2 unity asset.
*Ambient partycle systems made using Unity 3D.
*The entire building, beds, hospital sink with a small closet and the corpse bag have been modeled with 3d Studio Max and texturised using Quixel Suite 2 + Adobe Photoshop. Normal maps and Occlusion maps made using XNormal and high poly versions of the assets.
*The rest of the 3D assets used in this scene, have been downloaded from the Unity asset store. The flipped over table and the broken steel beam had their textures modified using Adobe Photoshop.
*Volumetric light made with Aura 2 unity asset.
*Ambient partycle systems made using Unity 3D.
*The entire building, beds, hospital sink with a small closet and the corpse bag have been modeled with 3d Studio Max and texturised using Quixel Suite 2 + Adobe Photoshop. Normal maps and Occlusion maps made using XNormal and high poly versions of the assets.
*The rest of the 3D assets used in this scene, have been downloaded from the Unity asset store. The flipped over table and the broken steel beam had their textures modified using Adobe Photoshop.
Crystal Temple - Unity Game
Game developed by a team of 5 university students. I worked as one of the game artists in this project and also participated in the game design and the level design.
I modeled and texturized the assets of the level using 3d Studio Max, Photoshop and Quixel Suite 2. Also, I took care of placing the level lights and reflection proves and worked in the level design together with the game designer and one of the programmers.
I modeled and texturized the assets of the level using 3d Studio Max, Photoshop and Quixel Suite 2. Also, I took care of placing the level lights and reflection proves and worked in the level design together with the game designer and one of the programmers.
Musical Forest - Unity Game
Videogame project developed in a team of 5 (1 game designer, 1 artist, 1 programmer and 1 music composer). I worked as the game designer of the team and also integrated the composed music as 3D audios in the level environment
More bullets than magic - Unity Game
Game developed by a team of 4 (1 game designer, 1 programmer and 2 artists). I worked as one of the game artists in this project creating content with Adobe photoshop & Illustrator.
3d assets
3D Assets
Grunt Enemy - (4002 Tris)
Shutdown game mele enemy, modeled in 3dsMax, animated with Maya and textures made using Substance Painter.
Grunt Enemy - (4002 Tris)
Shutdown game mele enemy, modeled in 3dsMax, animated with Maya and textures made using Substance Painter.
Grunt Enemy - (4002 Tris)
Shutdown game mele enemy, modeled in 3dsMax, animated with Maya and textures made using Substance Painter.
Grunt Enemy - (4002 Tris)
Shutdown game mele enemy, modeled in 3dsMax, animated with Maya and textures made using Substance Painter.
Noodles Shop - (8110 Tris)
Building made for the Shutdown game first level.
Modeled using 3dsMax and texturised with Substance Painter
Modeled using 3dsMax and texturised with Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Shutdown Game - Props Texturing
Multiple props texturised using Substance Painter
Milibot Factory - (8460 Tris)
Shutdown game, first level building. Modeled using 3dsMax and texturised with Substance Painter
Milibot Factory - (8460 Tris)
Shutdown game, first level building. Modeled using 3dsMax and texturised with Substance Painter
Shutdown game Lvl2 Props
Multiple props, placed together in the second level of the video game Shutdown.
Catwalk Tiles - (306 to 594 Tris)
Catwalk tiles created for the lvl 2 of the Shutdown game. Modeled in 3dsMax and textures made in Substance Painter.
Pipes - (7252 Tris)
Multiple pipes created for the lvl 2 of the Shutdown game. Modeled in 3dsMax and textures made in Substance Painter.
Robots Build Line - (698 Tris)
Robots Build Line created for the lvl 2 of the Shutdown game. Modeled in 3dsMax and textures made in Substance Painter.
Forklift - (1814 Tris)
Forklift prop created for the lvl 2 of the Shutdown game. Modeled in 3dsMax and textures made in Substance Painter.
The Shining - Diorama of the elevator scene - (40479 Tris)
Zbrush Octopus - (1.94M Tris)
Octopus modeled in Zbrush.
Zbrush Octopus - (1.94M Tris)
Octopus modeled in Zbrush.
Zbrush Octopus - (1.94M Tris)
Octopus modeled in Zbrush.
Zbrush Octopus - (1.94M Tris)
Octopus modeled in Zbrush.
Pantheon - 3D Model
Personal project modeled in 3dsMax (8702tris), textures made using Quixel Suite 2 and rendered in Marmoset.
Diorama simulating how the elevator scene of The Shining was recorded. Modeled in 3dsMax and texturised using only albedo maps merged into a single diffuse complete map of the whole illuminated scene.
Hospital Bed - 3D model
University project modeled with 3dsMax (3684 tris). Textures made with Quixel Suite 2 and rendered in its viewport. Normal maps made using XNormal with a high poly version of the model.
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