January 24, 2021

How Did it Feel: NO MAN’S SKY

From a rough start, to a galaxy of wonder. The joy of escape and discovery of NO MAN’S SKY is unrivaled. It will leave you wanting to own a starship and hit to the stars. To feel that joy of exploration in your own life.  I crash landed on NO MAN’S SKY, and this is my take on How did it Feel.
April 13, 2020

My “bitter emotional baggage” with Final Fantasy VII

How a game can symbolize so much in one’s life. Without haven’t even played it.
July 25, 2017

I won Sketchfab’s 3D Fluids Simulation Challenge + Art Spotlight published!

Sketchfab, the most amazing online service to visualise 3D models in any browser or mobile device, hosted the “Refreshing Summer Challenge” a few weeks ago. The challenge was modeling a summer themed piece with a part of the piece made by simulating fluids (with your preferred method and tool). There were amazing entries and I’m so honoured and humbled to have won. Sketchfab also offered me the chance to explain how the piece was made and published the process in an Art Spotlight. You can see it all clicking right here!
June 27, 2017

My entry for Sketchfab’s Resfreshing Summer Simulation Challenge: Exploding Ice Pops!

I used Autodesk Maya and its nparticle system to simulate a surprise sweet filling exploding from this summer-y tropical ice pops in the middle of the summer heat! Textures made during a really scorching night here in Barcelona using Substance Designer. See in full 3D here…:
March 30, 2017

HONERUSH: Raw Passion and Skill

A first upload of one of 3 characters I’m working on. They represent different (not every) parts of my personality. This is Honerush: he’s extroversion, energy, action, skill, power, passion, desire.
January 26, 2017

Gravinertio || A game design journey on paper

This is Gravinertio, my entry for the CalARTS Game Design Specialisation I’m enrolled in. The task is to design a board game that fits completely in one sheet of A4 paper, for one player with only 2 dices and 1 token required to play.  I’ll be posting the updates as I iterate on the game after each week’s assignment from the course.
January 17, 2017

REMAINS of the CHOZO || Re-learning ZBrush

I must admit, it’s been about 5 years since I last touched ZBrush.
January 4, 2017

2017: I don’t know. (And that’s a good thing!)

  First of all, this is not a new year’s resolution post or anything. I don’t like those. I feel it’s unrealistic and unfair to put so much pressure on your future self when you don’t even know if the situation will be appropriate for what your present you is demanding right now. You need to learn, evaluate, adapt. Which takes me to why I’m making this post: it’s a coincidence. It turns out I began studying an Interaction Design specialisation with the University of California San Diego just a month before the turn of the year. And it already has begun changing the way I think. So let’s say that I feel like taking 2017 as a year to apply what I’m learning (and then learn some more. A whole lot more). You see, nowadays people love to say […]
September 30, 2016

The Enchanted Textures

So, you know how it is: we entrepreneurs have to learn 1000+1 things when fighting for our startups. In my case, aside from all the agile, scrum and business-y stuff, I’ve gotten old-school and spent a few nights awake learning some “hardcore” CG software. Since summer began I threw my claws towards Substance Designer. For those of you who don’t know what it is, it’s an amazing node based software that lets you create procedural textures. Errr… maybe that was still to technical. Ok: it’s a program that lets you create tillable textures (textures than can be repeated without the edges being noticeable) by “mixing” patterns, other textures and different effects. I knew NOTHING about it. Complete noob. But trust me: it’s a breeze! It’s a wonderful program and I can spend hours upon hours looking for ways of achieving the […]
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