

Unreal 5
Blueprint​
In charge of a major portion of programming on two projects and rapid prototyping on others.
Use of features to make code robust and optimized: datatables, function libraries, event dispatchers, interfaces, etc.
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Building et Packaging
Responsible for builds on these same two projects.
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Menus, Settings and Localization
Integration and design of all menus on the Omeyocan project, ensuring that they adapt to different screen resolutions and support localization into several languages.
Naming convention and organization
Tasked with defining instructions for staying organized across multiple projects, both for the tree structure in Unreal and for blueprint and comment guidelines.
Portfolio project with Unreal 5

Unity
Visual scripting​
Many games were made using Unity's visual scripting tool. I have a basic knowledge of C# that allows me to read code and understand it, but I still have to learn how to prototype in C# myself.
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Versatility
Most of the projects I did at Isart were on Unity. I count six, not including prototypes for exercises or personal projects. Each experience taught me different skills: shaders, probuilders, .csv import, 2D and 3D.
Naming convention and organization
Very attentive to naming and proper organization for projects.
Portfolio project with Unity

Word
Tool skills
I know the important principles for making good Word files, such as the use of styles, automatic jumps and page settings. However, it's not the tool I prefer to use, preferring InDesign when I need to make elaborate layouts or PowerPoint for more collaborative facilities.

Excel
Tool skills
Spreadsheets are without doubt the tool I use the most. I like it a lot and know most of the essential formulas in game design for retrieving data, processing it, balancing and organizing.
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Formatting
I have a set of habits and principles that I implement in my spreadsheets to ensure that they are readable and pleasant to use. Of course, I know how to adapt to the guidelines defined by the team I'm joining.
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Scripts on Google Sheets
I've already integrated javascript code on Sheets tables, the need was on Altered to spot keywords in the effect of a card for automatically adding a reminder in the data to be exported in .csv.

Spreadsheet for a personal card game project not shown in this portfolio. The data entered is converted into InDesign-compatible .csv files for quick export of the cards shown on this screen.
LD tool for encounter design. You enter the type of enemy you want to spawn, their power - a number indicator - and how long they take to show up. Finally, you indicate the kind of rhythm curve you want to give to these spawns, and the data is added to indicate on another page which enemies should be spawned every 5 seconds.


PowerPoint
Tool skills
I produced a large number of PowerPoint presentations throughout my time at Isart.
You can see some examples on the Documentation page.

Adobe Suite
Photoshop
Without being a specialist, I have a good foundation in image editing for the tasks that might commonly be required of a GD in a production.
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Illustrator
Software I particularly like and use to make placeholder assets or paper LD plans, schematics, etc.
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InDesign
At ease with InDesign, I use it as much as possible for my pdf documents. I appreciate the quality of the page layouts I can create, and the options to facilitate work on large documents.
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Adobe XD
The software I use most to make wireframes, the one on the UX design page was made on Adobe XD.

Jira
Tool skills
Used on the production of my graduation project: Bloody Dates! I know how to use features that are useful for the GDs and have often helped to organize and clean up the backlog in order to have nice sprints during the project.

Confluence
Tool skills
Used on a few projects at Isart, these programs are generally easy to learn. I can also use any other software with similar formats, such as Notion or others.

Git
Tool skills
With the exception of my graduation project, all my projects at Isart have used Git for version control. I learned to use it more and more, personally with the Fork interface linked to GitHub or GitLab, but also with specialized formats on my Sentinel project in the Breaking Walls studio. I've helped my colleagues to use it and have become responsible for git and any conflicts or problems on almost all my projects without programmers - who master it much better than I do.

Perforce
Tool skills
For my graduation project, I was able to use P4V and learn the basics of how to use it in a production.