Portfolio

Tomás Carreras' projects cronologically

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School projects

Frog Against Gravity

Degree's Final Poject

For the last project of my bachelors degree I developed a videogame using Unity by myself. The goal of this thesis was to learn more about video game development. More specifically, to learn more about each of the branches of the process. I also learned how to publish a game, and by taking a single project through every stage of development I got a sense of what a full production pipeline looks like. Overall, this project really showed me the importance of both adaptability and a good preproduction phase. What I take away the most is the foundation this task gave me for future projects.

Click here to go to the game's itch.io page.

Key Words: Unity, C#, Production, Indie, Publishing, Video Game Development, Video Game Design

Kill Bill: House of Blue Leaves

For the last delivery of the Level Design subject we developed a prototype for a game in Unreal 5 where we replicated the "House of the blue leaves" fight scene from Tarantino's Kill Bill.

Click here to go to the projects's repository.

Key Words: Unreal 5, C++, Programming, Indie, Video Game Development

Dune: Special Spice OPS

I took part in a collaborative environment in which all the students in the class where grouped together to develop a video game in a selfmade custom engine along the semester.

The idea for this subject was for it to share the closest resemblance to a real work environment and to put our teamworking skills to the test, as well as to get a real understanding of how the communication between teams should be handled. We were separated into the art, design and development departments, each with a team lead, and a student who took the role of the producer for the project. We developed an engine and then used said engine to develop a game.

As part of the development team, I mainly had the role of Gameplay Programmer. My job for the first two months was implementing the Lua scripting system into our engine. After that I was in charge of gameplay. I developed the script components which integrated the Lua language into the engine.

As soon as the scripts were ready to go I started working on the gameplay. I worked on the three characters, on the enemies interaction with the players and the behaviour of some of the enemies. As I was the one who integrated Lua into our engine, I also tried to be there to help my teammates understand the system and use it to its full potential. I also worked a bit on shaders and was in charge of the scenes transitions.

Click here to go to the game's website and here to see what I took part in.

Key Words: Ko-fi Engine, Video game engine development, C++, Lua, Development, Indie, Video Game Development

Advanced Graphics Programming Engine

For the Advanced Graphics Programming subject, we developed a 3D model viewer with a deferred renderer as well as some techniques learned in class such as normal mapping. I learned about many computer graphics techniques and especially about shaders.

Click here to go to the projects's repository.

Key Words: C++, Graphic Programming, Shaders, Video Game Development

Beat Hero

For the final project of the Virtual Reality subject we developed a demo for a VR game inspired by Beat Saber. We originally wanted it to be a game about the rithm but, unfortunately, for the demo the music is not in sync with the game. Nevertheless, we did achieve an entertaining VR demo with some cool features. We used Unity for the development as well as the Oculus Quest.

Click here to go to the projects's repository.

Key Words: Unity, VR, C#, Programming, Indie, Video Game Development

The Mandalorian: Sands of Arvala

In this project I learned a lot of new skills, adding new features in different places, like using OpenGL to render 2D and 3D at the same time.

This was the first time I worked within on a team of more than 3 programmers, 8 in this case, and we had to maintain active communication and cooperation.

Click here to go to the game's website and here to see what I took part in.

Key Words: Missclick Engine, Video game engine development, C++, OpenGl, Development, Indie, Video Game Development

Strawberry Engine

The Videogame Engines subject consisted of developing a custom videogame engine-like 3D model viewer alongside a semester in teams of two. For this purpose, Strawberry Engine was developed. We worked with Dear ImGui for the interfaces and we used our own rendering system and custom format files to store info of any .fbx you wanted to upload to it.

Click here to go to the Engine's website.

Key Words: Strawberry Engine, C++, Programming, Engine, 3D, Video Game Development

Flutter Projects

I've worked on a variety of Dart projects with Flutter. You can check here some of the most relevant ones, including a custom version of the popular game '2048'. Most of them use Google's Cloud Firestore as a database and they were all done using an Android phone emulator.

Click here to go to the Github repository where I share most of my Flutter projects.

Key Words: Dart, Flutter, Programming, Mobile App Development

Paint Wars

For the second iteration of the Project we did each year, we developed an RTT inspired by games like Age of Empires. It was developed in C++ and using SDL.

Click here to go to the projects's repository.

Key Words: C++, Programming, Indie, Video Game Development

Fatal Fury II

The first Project we did was a remake of the famous Fatal Fury II, from 1992. Using SDL, we developed the project in C++. This was the first game we worked on and I learned more on this one project that I did on all the rest of subjects that year combined.

Click here to go to the projects's repository.

Key Words: C++, Programming, Indie, Video Game Development, Retro

Other projects

The Force Knights

I took part in the CITM's 6th Game Jam where I joined a group of friends for the challenge of develping a game in just 5 days for which the theme was the "Echo". We had a designer, two artists and myself alongside another programmer. We decided to make a 2D platformer using Unity so as to focus as much as possible on a single mechanic and thus have the potential to get a demo going in just 5 days. This was my introduction to game jams and I both had a great time and learned quite a bit. It's always nice to work side by side with friends in a cool project but specially with only two programmers where you have to bounce ideas off of one another.

Click here to go to the game's itch.io page.

Key Words: Unity, C#, Programming, Indie, Video Game Development, Platformer 2D

Console Battleship

In the pursuit of expanding my knowledge of programming languages I decided to learn Python, and what better way to learn a new language than by programming a simple game like battleship using only console input? Turns out Python is really similar to Lua, in which I have extensive knowledge on, so learning Python took no time. Here's a really small Battleship program of just one .py file (~500 lines) where you can play against a simple AI.

Click here to go to the projects's repository.

Key Words: Python, Programming, Indie, Video Game Development, Console Game

Get in touch

  • Email

    tcarrerasugarte@gmail.com
  • Phone

    +34 685 102 152
  • Address

    Sant Cugat del Vallès (Barcelona, SPAIN)
  • Elsewhere