Professional Projects
Academic Projects
Game Jams
Experience

Bachelor in Video Game Design and Development
Polytechnic University of Catalonia
(Sep 2017 - Jul 2021)Thesis: A Decalogue for Procedural Generation of Interactive Stories
Skills
Google Sheets
Notion
Machinations
Figma
Design of game mechanics and interconnected systems
Coherent wiki-styled documentation with intuitive navigation
"Excelmancy" with data validation, formatting, and macros
Gamedev experience in Unity, Godot, UE4, and GATE
Coding experience in C++, Mono C#, Lua, and GDScript
Unity
Godot 4
Unreal Engine 4
C++ / C# / C
Lua
Simple Directmedia Layer
About Me
Carles in a nutshell. Let's Roll!
I'm a versatile, pragmatic, and highly organized technical designer with +3 years of professional design and development experience on several projects and 4 years of academical background in gamedev.On my free time, I play co-op video games, play pretend with friends in TTRPGs, and organize barbecues with home-brewed beer. πΊ
Also, I used to cosplay! That Magicka wizard on the picture is me! π§If you feel like I would be a good fit in your studio, please contact me!

π·οΈ Carles Homs Puchal
π Barcelona, Spain
π§ [email protected]
πͺπΈ Catalan (Native)
πͺπΈ Spanish (Native)
π¬π§ English (Fully Proficient)
π² Member of LUDO Tabletop Group
π Former Tabletop Volunteer Playtester
ποΈ Former CITM Game Jam Organizer
Project Contributions
Pixelmon (2022)
Fighting | Combat Designer | Starloop Studios | Unity
Pixelmon is a PvP 3D combat game arena between monsters, each having its own dual set of abilities and an ultimate move.
Design of game features, mostly related to character gameplay design.
Co-op with devs to implement systems for the designed combat skills.
Game design documentation and organization of needed character assets.
Building and balancing characters and their skill sets in Unity.
Monster Tales (2021)
Mobile Match 3 | Level Designer | Tangelo Games | Unity
Monster Tales is a Mobile Match 3 game where the player grows a collection of colorful monsters, assembling a team to face powerful enemies.
Documentation of gameplay-related systems and tools used by designers.
Design, creation, and balancing of levels through player data analytics.
LiveOps narrative and dialogue design of "Tales" in-game events.
Development of automatic level testing tools using C#.
Use of GSheets Data Validation and Conditional Formatting for debugging data.
The Droplet (2021)
Mobile 2D Platformer | Game Designer | Madness Games | Unity
The Droplet is an infinite vertical platformer for mobile with procedural level generation.
Design of gameplay features and player progression.
Design of procedural level templates and development of Unity tools to do it.
Design of game screens, UI layout, planned UX, and interface navigation.
Design of F2P monetization based on In App Purchases and a Premium option.
Selection and Implementation of gameplay SFXs.
Kuantum (2020)
3D Platformer | Level Designer | 2020 Epic MegaJam | UE4
Kuantum is a 3D puzzle platformer during the 2020 Epic MegaJam, featuring 5 levels with environment puzzles that use dimension-jumping.
Design of dual overlapped levels and the time travel mechanic.
Design and blocking of five puzzle levels, each with increasing difficulty, in UE4.
Assembly and decoration of levels 3 and 4 with in-house made props.
The Witcher: Ties of Destiny (2020)
Co-Op Hack and Slash | Gameplay Programmer | CITM - UPC | Broken Engine
A local 2-player couch co-op hack and slash based on the Netflix show The Witcher. Developed by Broken Gem Studios, a team of 29 students, using our homebrew OpenGL engine: Broken Engine, developed alongside the game.
Design of character gameplay: combat, animations, and consumable items, etc.
Implementation of character movement and combat with Lua scripting.
Design and implementation of score system and final scoreboard event.
QA testing of in-house "Broken Engine" with reports through GitHub Issues.
Bottom Gear (2020)
3D Battle Cars | Developer | CITM - UPC | Unity, PUN2
A 3D multiplayer online battleroller arena game, featuring rounds of intense combat with βBattlerollersβ armed with Tron-like trails and laser cannons.
Design of the game concept and game core loop.
Design of the battle-rollers body, movement, weapons, and signature trails.
Arena design and sculpting with Autodesk 3ds Max.
Implementation of laser cannon and projectiles.
Implementation of network features with PUN2.
Augmented Roleplay (2020)
AR Mobile App | Developer | CITM - UPC | Unity, Vuforia
An Android mobile App companion to roll dice of the d20 system and visualize maps through QR codes, all in AR using Vuforia Engine.
Design of an App companion for TTRPGs: a dice roller and map AR visualizer.
Design and development of the AR dice rolling system in Unity.
GATE (2019)
OpenGL 3D Engine | Engine Developer | CITM - UPC | C++, OpenGL, SDL
GATE is a 3D engine made by 2 students in 4 months using C++ and several libraries such as MathGeoLib, DeviL, Assimp, and DearImGui.
Implementation of the camera: controls, culling, and mouse picking.
Implementation of engine UI with DearImGui, plus mouse and keyboard controls.
Implementation of transforms, gizmos, img loading, game time, and play mode.
Lua variables to engine inspector and calls to engine functions from Lua scripts.
Space partitioning with Octrees and dynamic/static object partition.
Mutiny! (2019)
Management | Developer | CITM - UPC | Unity
Mutiny! is a crew management game where you direct guards transporting prisoners in a ship at sea. Featuring an emergent AI system for agents with duties and needs which the player must manage carefully.
Design of game concept, core loop, game mechanics, and agent behavior.
Implementation of goal-oriented AI for three agent types with priority layering.
Development of agent perception, memory, movement, teamwork, and conflict.
Design and implementation of the ship, ship upgrades, and day/night cycle.
Game iteration, balancing, and QA.
Order 227: Not a Step Back (2019)
PvE RTS | Developer | CITM - UPC | C++, SDL
Order 227 is a real time strategy video game based on Command & Conquer: Red Alert 2. Defend the main base and hold your ground by conquering strategic points, acquiring more resources and new units with each one captured.
Design and implementation of main menu and controls menu UI.
Implementation of player controls, camera movement, and hotkey customization.
Implementation of units: Conscript, Desolator, Chrono, and Sniper.
Implementation of player orders to units, unit AI, and unit SFXs.
Engine systems: entity management, audio, save game, UI, and debug tools.
Torpedo Inbound! (2019)
Shoot 'Em Up | Developer | Gran CITM Game Jam | Unity
A simple submarine shoot 'em up made in 32h where you control a 2D submarine to fight hordes of enemy vessels, over and under the sea.
Design of game concept, mechanics, and core loop.
Design and implementation of the ship movement, torpedoes, and mine laying.
Implementation of the ship frontal bullseye light.
Andro Dunos (2018)
Shoot 'Em Up | Developer | CITM - UPC | C++, SDL
Recreation of a couple levels from the old-school arcade scrolling shooter Andro Dunos, where 1 or 2 players (Yellow Cherry and Red Fox) will have to face hordes of incoming enemies with their varied and powerful arsenal of weapons.
Implementation of ship controls, movement, animations, SFXs, and level ups.
Implementation of all player ship attacks, projectiles, and abilities.
Engine systems: audio, screen fade, projectile management, and collisions.
Team coordinator and task management with Trello.
Get Hooked (2018)
2D Platformer | Sole Developer | CITM - UPC | C++, SDL
Get Hooked is a 2D platform video game made with the Tiled Map Editor and the SDL and pugixml libraries. Featuring two levels, UI, fluid character movement, basic AI, and a Save/Load system with XML.
Design and development of the player character and enemies: Bat and Slime.
Development of object-oriented entity system for player, enemies, and coins.
Systems: 2D Physics, inputs, AI patterns, UI, audio, animations, performance profiling, save & load, scene management, camera and screen rendering.
Implemented music, SFXs, animations, and GUI using external assets.
Design and development of the city, obstacles, and party ambiance.
Development of the obstacle procedural generation system.
Development of the arrow pointing system to mark pickup locations.
Development of the random placement of pickups and pickup event.