Projects

Waters_Way_Down image

Water's Way Down

Shipped 2D Game · Unity · Steam

  • Shipped a complete 2D game on Steam as part of a 4-person development team.
  • Designed and implemented the game's core water system, a central gameplay mechanic.
  • Implemented Steamworks integration and controller support.
  • Contributed across gameplay programming, design, and production from prototype through release.


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    Haru Pet image

    Haru Pet

    Shipped Online Game · Godot · Play Store - App Store

  • Implemented and maintained player-facing UI screens integrated with gameplay systems for a 2-player online mobile experience.
  • Implemented and integrated multiple game UI screens, focusing on responsiveness and player interaction.
  • Integrated Google services and online data persistence.
  • Worked with networked gameplay systems to maintain consistent player state and responsiveness
  • Developed features with touchscreen interaction and mobile usability in mind



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    Project Foxbat image

    Project Foxbat

    Tower Defense 3D Game · Unity

  • Developed a custom AI pathfinding system with dynamic path generation.
  • Enabled players to create routes dynamically and implemented validation to identify only paths that successfully reach their destination.
  • Designed enemy traversal to explore viable routes rather than relying exclusively on a single predetermined path.

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    Proyecto Submarino image

    Project Submarine

    2v2 Online Strategy Game · Unity

  • Built core systems for a 2v2 cooperative multiplayer experience
  • Implemented gameplay logic and state synchronization across players
  • Ensured responsiveness and consistency under networked conditions
  • Implemented Photon API for low level Network connection

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    Project Morgan image

    Project Morgan

    2.5D Puzzle-Platformer Game · Unity

  • Designed and implemented core mechanics for a puzzle-platformer.
  • Focused on clear, consistent interactions to support player problem-solving.
  • Structured gameplay progression around mechanic introduction and mastery.

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    Technical Projects & Experiments

    Mode 7 Engine

  • Built a small C++/OpenGL rendering engine recreating the perspective and rasterization techniques used by SNES-era Mode 7 games, inspired by F-Zero.
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    Cube Marcher

  • Implemented Marching Cubes terrain with runtime chunking, physics interaction, and real-time destruction.
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    F-Zero GX Antigrav System

  • Reproduction of F-Zero GX's antigravity system.
  • F-Zero Antigrav Gif

    WW2 Era Flight System

  • Created a Special Flight System, based around Game Juice and a sense of speed. Under the hood, applied special health to different parts, which leads into their performance, adding an element of realism to combat.
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    Ray Marcher

  • Implemented a Ray Marching shader through HLSL within Unity environment.
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    Bending Buildings Shader

  • A vertex shader allowing for buildings to bend the taller and further away from the camera they are.
  • Bending Building Shader image

    PS1 Shader

  • Created a Vertex and Compute Shader emulating PS1 styled graphics, utilizing position clamping and affine texture mapping.
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    Fourier Transform

  • Implemented an application of the Fourier Transform algorithm to decompose signals and recompose them later.
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    Experience

    Globant

    Position: Gaming Intern.

    Time: 2026 - 3 Months

    Selected for Globant’s Gaming Division, gaining experience with professional game development workflows, code quality standards, collaborative development, and production-oriented engineering practices.

    Projects:

    Sitting Intense Crochet Student

    Position: Programmer.

    Time: 2024 – Present

    Developed gameplay and UI systems for Water’s Way Down, including a custom water mechanic, Steamworks integration, controller support, and the systems required to bring the game to a complete release.

    Projects:

    Rockhopper

    Position: Programmer.

    Time: 2025 – Present

    Developed gameplay and UI systems for Haru Pet, a 2-player online Godot game, integrating Google services, online data persistence, touchscreen interaction, and networked player-facing systems.

    Projects:

    Jaguar Games Studio

    Position: Unity Programmer.

    Time: 2025 - 1 Year, 3 Months

    Developed performance-focused Unity systems including a runtime-chunked Marching Cubes terrain system, extensible inventory architecture, and modular ability systems for real-time gameplay.

    Projects:

    Contact

    Contact me at any time, and I will answer shortly!

    Email: blasricur14@gmail.com

    LinkedIn: Blas Ricur


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