Rodrigo Manuel Pérez Ruiz

Rodri


About me

When I was a kid I used to play lots of videogames. When I got my own GameBoyAdvance SP I got hooked on Pokemon Emerald and other Nintendo games, but I never thought about making them as a job. Because of that, and because I didn't know what to study, I started studying naval engineering at the UPM.

But it wasn't my thing, I wasn't bad at math or physics but I didn't enjoyed it that much. Luckily that same year I discovered the game development career so I changed my mind and tried this new challenge.

Nowadays, I enjoy coding, creating worlds and debbuging more than just playing games and part of it it's because the great team I usually work with.

I love animals, parkour and nature.



Job assignments

This section contains all the practical assignments I have completed during my job search.

Each project includes a detailed description of the test requirements and the available time window, as well as the final video result, available for download from the Play Store.

With this collection, I want to demonstrate my problem-solving approach, technical knowledge of the engine, and ability to achieve high-quality results under real-world constraints.





Doomed Realms - Vampire Survivors with a twist

Job offer: Middle Game Developer
Goal: Desarrolla una iteración del género Vampire Survivors con un giro

Gameplay Requirements:

  • The game must keep a nive performance on mobile with portrait aspect ratios
  • Develop the input controls and a kinematic character
  • The level must contain solid obstacles the player and/or the enemies collide with
  • Game feel is very important
Technical Requirements:
  • Don't use 3rd party assets nor plugins (tween libraries are allowed)
  • Unity 6000.3.x LTS
Available time:
  • 1 week
The development of this assignment and the result you can watch on the video took me the7 days. In first place I had to develop the genre game logic and loop:

  • Player with dinamic input and smooth movement, adjustable speed and sinchronized with the animation clips, smooth collisions with the level obstables
  • Generation of 4 different enemies with a procedurally incresing difficulty and with a pooling implementation
  • Universal Pathfinding through a flow map to avoid hundreds of pathfinding call per each enemy
  • Player progression through gold and XP points system
  • 4 Weapons y 7 passive skills that can be obtained by levelling up


Once the basic gameplay was completed I could focus on the twist, one that I could implement in the remaining day I had left. I initially used broken buildings as main obstacles so I came with the idea of rebuilding.

In Doomed Realms you can invest gold to rebuild buildings in order to temporally exploit their powers within their action radious: Double damage, Healing, Area damage o Ressurection.


The game can be downloaded from the playstore on the next link:

Download Doomed Realms





Sakura Run - Infinite Obstacle Runner

Job offer: Senior Game Developer
Goal: Develop a prototype for this game

Gameplay Requirements:

  • The character should run forward automatically
  • Use swipe input to move the character right, left, jump or slide
  • Infinite mode or 1-2 fun levels
Technical Requirements:
  • Don't use 3rd party assets nor plugins (no tween libraries are allowed)
  • Unity 22.3.62f2
Available time:
  • 2 weeks
The development of this assignment and the result you can watch on the video took me 8 days. I wanted to show my performance and detailed oriented work flow. I fullfiled all the requirements and implemented both game modes:

  • Infinite / Zen: where the road and obstacle generation implements pooling to keep a nice performance
  • Level progression: including a 3 coin collecting mechanic as in New Super Mario Bros. It gives an extra challenge in every level and a level selection window where the progress and time record are shown for each of them
The resulting game is fun, maybe a little too difficult but it has a high replayability and is easy to expand with more obstacles and new mechanics


For this game, after the test was delivered, I decided to implement a Playable Ad creativity using Unity Playworks. I created a new branch for Creativities, created a new scene and optimize the scene and project following the Unity Guide recomendations.

The result is a very optimized and reduced version of the game (under 1.5Mb) with a very good performance. You can access the playable version by clicking this link or scaning this qr code.


The game can be downloaded from the playstore on the next link:

Download Fun Race






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