Bubblegum Galaxy

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Bubblegum Galaxy

Smarto Club2022 – 2025 Lead Producer, Game Designer

Bubblegum Galaxy is a cute building strategy game about rebuilding the galaxy tile by tile. Discover and design new planets, complete missions, explore your office and befriend your co-workers… all while trying to find out who deleted the galaxy!

After developing our first game Teacup, our goal was to develop a casual building game in the vein of ISLANDERS and Dorfromantik with a narrative twist.

As the lead producer of the team:

  • I was in charge of coordinating the team, planning the game and securing funding for full development of the game.
  • To better facilitate bests practices and collaboration, I migrated our team to Notion, developed progress dashboards and built a list of milestones for the full project.
  • I applied the game for multiple government grants and pitched the project to both publishers and platform holders, ultimately securing 5x the funding we had for developing our first game.

As the team’s game designer:

  • I was tasked with designing innovative mechanics for the game while figuring out how to balance the narrative elements of the game with the building elements.
  • To achieve this, I began by studying and playing many hours of over a dozen games similar to ours while investigating games that integrated narrative in new ways.
  • I developed and playtested paper and later digital prototypes in the Unity engine with both other developers and target audience players.
  • In 2023, we released our first public demo on Steam to a very positive response, with around four thousand players trying and praising the demo, and with an average playtime of 50 minutes.

Teacup

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Teacup

Smarto Club2020 – 2021Lead Producer, Main Programmer

Teacup is a short and wholesome narrative adventure game with a focus on exploration and non-linear progression. Help a small and shy frog on her journey to find the ingredients she needs for her tea party!
Available now on Switch, Xbox, Playstation, Steam, iOS and Android!

Teacup was Smarto Club’s first game as a team and our first experience releasing a commercial indie game. It was challenging (especially since I was still a full-time student during development!) but thanks to smart planning and a minimal scope we managed to create a game we’re proud of and that players enjoyed.

As the lead producer of the team:

  • I was responsible for studio administration, which included consulting with a lawyer and accountant to legally form our studio.
  • I handled pitching and signing the game with publisher Whitethorn Games.
  • I was in charge of coordinating the team and communicating with our publisher, planning milestones and keeping track of tasks, besides searching for and hiring contractors.
  • While we initially used Codecks for task management, I advocated for a change to simpler, to-do list based application to improve team effectiveness.
  • I was responsible for handling the Smarto Club Twitter account and coordinating our participation in a variety of virtual events such as LudoNarraCon, The Big Adventure Event and Wholesome Direct.

As the game’s main programmer:

  • I was in charge of programming the game’s main systems, such as movement, dialogue and quest scripting.
  • I used Construct 3 to develop the prototype used to pitch to publishers, and then handled migrating the game to the Unity engine.
  • I worked alongside the publisher’s porting team to ensure the game worked smoothly on all platforms.

a fragile reminiscence

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a fragile reminiscence

2019Main Developer

a fragile reminiscence is a first person alternative controller puzzle game about exploring the labyrinth of a dying patient’s mind to recover a precious memory.

It was my first attempt at an alternative game, and was developed for alt.ctrl.GDC 2020. It ultimately wasn’t selected, but I’m looking forward to trying again some year!

As the main developer I:

  • Developed a custom 3D engine inside Construct 3 using the Javascript scripting feature
  • Designed, programed and soldered a custom alternative controller using components such as an Arduino Nano, a Neopixel LED Ring, and the BT05 Bluetooth Module
  • Used a Aeon VEGA10 Laser Cutting Machine to create the enclosure for the controller
  • Programmed 2-way communication between the game and the controller via a Bluetooth module and the Web Bluetooth API
  • Prototyped and designed a simple level inspired by the puzzles in games like The Witness

Ka Hoki Te Manu

2017 – 2018

Role: Gameplay Programmer/Producer

Responsibilities

  • Programed different states of the character (in-air, underwater) and basic enemy AI
  • Planned and assigned tasks for the five different team members working on the project
  • Designed a schedule for a tentative full release of the game

Tools

  • Construct 2
  • Trello
  • Google Drive

Description

Ka Hoki Te Manu (“Return Of The Birds” in Rapanui) is a scientific educational game about the challenges faced by the birds who inhabit Easter Island and its surroundings. It takes place in a fantasy world where a race of miniature bird riders have sworn to protect the birds against their multiple predators. Take your bow, mount a bird and face the evil rats!

Ka Hoki Te Manu was originally developed in a weekend for the LA.PCERA hackathon in 2017. It won the grand 1000USD prize, and was further developed to be shown at different science fairs such as “Ciencia al Parque” and “Congreso Futuro”.

Dreams and Reality

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Dreams and Reality

2015 – 2016Main Developer

Dreams and Reality is a short and personal hand drawn platformer about climbing your dreams. Play it on Newgrounds. Listen to the soundtrack on Youtube or Bandcamp.

Dreams and Reality was developed between 2015 and 2016, my senior year at high school and my first year at college. It was a project born from my frustration after having failed at developing a bigger and more ambitious game. I wanted to make something small, but as polished as possible, and am super happy with the results!

As the main developer I:

  • Prototyped and designed the entire level and narrative
  • Created hand drawn art for the game using charcoal and watercolor pencils, which was later scanned and cleaned up digitally
  • Programmed the game’s mechanics and events in the Construct 2 engine
  • Worked with a remote composer for the game’s soundtrack and SFX under revenue share
  • Handled marketing for the game’s release and later licensing to web game portals