My current position, I Joined Fortis Games during the seed stage as Technical Director of their first team, where I’m working on an undisclosed project.
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In 2019 Gumbug was acquired by Voodoo Games and most of the original team joined Voodoo as Voodoo London. As a Technical Leader at Voodoo London I managed the London tech team and worked on both F/E and Live-Ops for some of the company “Unicorn” games, like Helix Jump, Aquapark.io, Crowd City and Hole.io. I also worked on both F/E and B/E for the real-time multiplayer ECS-based game Crowd World.
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In 2014 I founded Gumbug Games with two Mind Candy colleagues, backed by multiple VCs and angel investors. As a CTO I managed the tech team and worked on all technical aspects of our three games: Dustland, a Meta heavy match-3 game; Smash Supreme, a real-time competitive casual multiplayer game with millions of players and a very “e-sporty” community; And Notorious 99, a real-time multiplayer game mixing “Brawl Stars” and “Fortnite”. I also worked on Bugeye, a standalone video streaming solution for mobile apps we integrated in Smash Supreme.
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In 2011 I decided to move to London and joined Mind Candy as a Senior Engineer, I worked on the development of the MMO game Moshi Monsters, BAFTA winner and biggest game for kids at UK for several years. I also worked on the mobile match-3 game Moshling Rescue and helped on the development of World of Warriors.
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While working at Pyro Studios I got an offer from Freedom Factory Studios and joined as an Engineer. During the next years I worked on: Virtual Football, a MMO soccer manager; Naraba World, a 3D kids game for PC and NDS; Baobab Planet, a 3D MMORPG for PC; And Cycling Evolution, a cycling manager for PC.
Pyro Studios, developers of the Commando saga, was at the time the biggest studio in Spain, so when I got an offer to join them, I didn’t hesitate, packed my bag and moved to Madrid on a January 1st. At Pyro Studios I worked as an Engineer on Quiz Adventure, an ambitious real-time multiplayer game, unfortunately the project was not released but it was a great chance to test my server solution, Beam Server, on the context of a big studio.
Since I was a kid and started coding very “BASIC” games on my Amstrad CPC 464, I always wanted to develop computer games. On 2006 I decided to pursue my dream and started working, with a friend, on a Risk-like multiplayer Flash game, the only server solution for Flash multiplayer games in the time was the official Macromedia server, which we couldn’t afford, so we reverse engineered the AMF3 protocol and implemented our own c# server solution for multiplayer games, this project became Beam Server, a project we later licensed to multiple companies. During 2006 and 2007 we developed and released a dozen of real-time multiplayer games against Beam Server on our web portal, e-LiteGames. I was running e-LiteGames until I got hired at Pyro Studios.
While studying computer engineering I founded Otrostudio with two friends, during the next four years we were developing web sites and rich internet applications for a diverse range of clients, including Trece13, Universidad de Sevilla, Banda de la MarĂa, Alex O’Doherty and many others.
Around 2005 I started freelancing for multiple international companies and agencies. I had the opportunity to collaborate with big brands and companies, such EA, DKNY, Max Factor, Hello Kitty, Airbus, Opel, AOL, Scion, Adobe, Rogers & Cowan, El Corte Inglés, The1stMovement, and Prusland, among others. My work involved the development of web experiences, rich internet applications and augmented reality experiences. Additionally, I am proud to have contributed to the creation of the FWA award-winning experience for Adobe Acrobat 8.