somozadev

Projects

CECSNET

CECSNET

A performant Entity Component System (ECS) implemented in C, featuring built-in client-server networking, both static and dynamic library builds, ready‑to‑use examples including cross‑engine integrations (Unreal & Unity), unit tests, and ready‑to‑use demos.

CC++C#CMakeUnityUnreal
Lionheart : Dark Moon RPG

Lionheart : Dark Moon RPG

A live mobile RPG developed by Emerald City Games, where I fixed critical issues in a Chinese third-party IAP SDK, ensuring stable purchase flows and proper transaction validation in production. I contributed to maintaining monetization systems in a live environment, using SVN for version control and JetBrains CI/CD tools to support automated builds and deployments.

UnityC#SDKSVNCI/CDRPGMobile
Vextorial

Vextorial

A multi-dimensional puzzle-platformer where players shift between 2D and 3D perspectives and manipulate gravity to solve spatial challenges . Led the mobile porting effort, focusing on refactoring core systems and optimizing performance to ensure a smooth experience across mobile devices while preserving the game’s unique mechanics.

UnityC#OptimizationPuzzlesPlatformer2d/3d
We Are Rat

We Are Rat

Submission for the GMTK Game Jam 2025. A chaotic puzzle game where you control a swarm of clever rats trying to escape a labyrinth and feast on delicious cheese! Coordinate multiple rats over several iterations, each with their own quirks, and navigate tricky mazes filled with traps, switches, and dead ends.

C#UnityGMTK2025
Rover's Tale

Rover's Tale

A narrative-driven adventure published by Team17, where I implemented the full scanner feature (including gameplay, UI, and data integration) for Good Boy. I also built the radio call system and runtime dialogue text decorators, developed the Settings UI with persistent save/load for player and game options, and created Dear ImGui-based dev tools to speed up designer iteration. Additionally, I collaborated closely with QA on bug triage and fixes to support production.

Isometric 3dMetroidvaniaExplorationAll platforms
Vanilla ++

Vanilla ++

A basic minecraft 1.21.4 server forge mod to enhance vanilla experience with friends. Implements the following commands: /sethome "home_name" /delhome "home_name" /home "home_name" /sharehome "home_name" /vote gotosleep /vote clearweather /vote yes /vote no

JavaMinecraft 1.21.4ForgeServerMod
Softy Engine

Softy Engine

Softy Engine is a lightweight basic ECS based physics engine built using C# and SFML, designed to provide hands-on experience in real-time physics and ECS programming.

C#.NetECSSoftbodiesRigidbodies
Ball it Up

Ball it Up

A 2d rage game about climbing to the top of a hill, developed in Unity Engine with C#. Includes a ball controller with drag and launch Different terrain effects: bounce, stick, slide, and balance. Saving and loading systems, Ads manager with unity ads, Push notifications system for android, Water line simulation and bounciness physics.

C#UnityUnity Gaming ServicesPlay StoreAds
Somine Engine

Somine Engine

Somine Engine is a lightweight renderer engine built using OpenGL and C++. It features real-time 3D Rendering, custom shader support (loads and manages custom vertex, fragment, and geometry shaders), lighting & Shadows (supports directional, point, and spotlights), model loading (uses Assimp for importing models in various formats (e.g., .obj, .fbx)), camera system(FPS & free-look modes) and Materials & Textures (supports diffuse, specular, and normal mapping).

C++OpenGLCMakeGLFWGlad
Thumbtastic Repairs

Thumbtastic Repairs

This was my entry for the Athena GameJam in Teesside University 2024. You play as a skilled worker hired to 'repair' clients' houses within a limited time. 'Repairing' can mean many things, including demolishing, destroying, and remodeling as much as possible to make room for creativity and chaos! This is a physics based character controller combined with runtime mesh cutting for the destructive bit.

C#UnityPhysics basedRuntime mesh cutting
Aurora Dawn Poet

Aurora Dawn Poet

A narrative adventure game where players experience the journey of Federico García Lorca through 1920s New York, exploring poetic, puzzle-driven levels inspired by Poet in New York . Took ownership of the Unity codebase, stabilizing and extending core systems, implemented the save system and integrated the Ink narrative runtime, and led the Steam publishing process including builds and app configuration. Additionally, developed light-activation gameplay logic as part of an optimization pass.

2.5dNarrativeHistoricalPlatformerPuzzlesPC
Pistolero VR

Pistolero VR

Pistolero VR is my final year project for the Informatics Engineering degree. It consists of a FPS wave-based shooter for the Oculus Quest, with cloud-based interactions for shopping, data tracking, and daily rewards. Developed in Unity Engine (C#) using Unity Cloud interactions.

Unity Cloud ServicesVRShooterZombiesProcedural animation
Physically Coffee

Physically Coffee

A physics based game about keeping your customers alive with coffee. The player should pick up and throw at customers coffee mugs to keep them alive. If a customer is private from coffee for long enough he will faint and should be recycled.

C#UnityPhysics based
Act or Die

Act or Die

Local cooperative game build within a weeked with two friends. Made in Unity Engine as the programmer, systems includes player controller, player physicas for pushing and AI with curve-based difficulty. Winner of the Margot Talent Gamejam sponshored by the Málaga city Council.

C#UnityLocal coopMargot Talet GameJam
Soul Ascent

Soul Ascent

My Games development degree final project. A 3d roguelite with pseudo-procedural generation using addressables, different enemy types, meta progression, stats modifiers and synergies and a runtime editor for building each level used in the pseudo-procedural generation.

C#UnityAddressablesLevel editor
Space Dino Adventure

Space Dino Adventure

A casual mobile game where players guide a dinosaur through space-themed levels, collecting items and overcoming obstacles in a light adventure experience . Shipped features for both Android and iOS, including implementing runtime sorting layers for 2D rendering and building the complete tutorial flow. Integrated third-party SDKs for the in-game shop, and co-developed a drag-and-drop puzzle prototype in collaboration with another intern.

Adventure2dMonster collectionMobile