Professional Projects


Academic Projects


Game Jams


Experience

Madness Games

Madness Games

Mobile Game Designer

(Mar 2021 - Jul 2021)

Starloop Studios

Starloop Studios

Game Designer

(Aug 2021 - May 2023)

Epictellers Entertainment

Epictellers Entertainment

Technical Designer

(Jun 2023 - Present)

Carles Homs

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

  • 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, C++, C#, Lua, and GDScript


About Me

Carles in a nutshell. Let's Roll!

I'm a versatile, pragmatic, and highly organized technical designer with +2 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, meet with friends to play TTRPGs, and organize barbecues with home-brewed beer. 🍺
Also, I used to cosplay! That Magicka wizard on the picture is me! πŸ§™
If you feel like I would be a good fit in your studio, please contact me!

Carles Homs
  • πŸ‡ͺπŸ‡Έ Catalan (Native)

  • πŸ‡ͺπŸ‡Έ Spanish (Native)

  • πŸ‡¬πŸ‡§ English (Fully Proficient)

  • 🎲 Member of LUDO Tabletop Group

  • πŸ“ Former Tabletop Volunteer Playtester

  • πŸ—“οΈ 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 β€œBattlerollers” 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.


Crazy Taxi (2018)

3D Racing | Developer | CITM - UPC | C++, SDL, Bullet

This tribute to Crazy Taxi is a physics-based racing game made with the Bullet physics library, where you have to transport passengers to randomly located points in a colorful procedurally generated city full of obstacles.

  • 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.