Rodrigo Rojas-Ferrer | Technical Designer
About Me
I am a technical designer that has worked in the AAA game development and simulation industries. As well as experienced working for a startup company working on a brand new IP.
My passion lies in creating fun, interesting and experiences for the audience and/or end-users. Especially redefining what these experiences mean and how we interact with them.
Having worked in two different sides of game design, I understand the importance of both entertainment and education. I have come to learn that both are equally as important. And in the end, I enjoy doing both.
In my free time, I love working on personal projects or participating in game jams. I also try to inspire new game developers by hosting my own game jams that are designed to challenge them and have them think critically as game designers. Even when not hosting these events, I look for every opportunity to help would-be developers by doing presentations at schools or simply making the time to talk to them.
Projects
Evercore Heroes
Contribution: Designed new, re-designed old and restructured the technical implementation of all the Objectives found in Evercore Heroes plus additional PvE mechanics. Created a template structure to quickly create future Objectives in the most efficient way possible. Furthermore, I was responsible for implementing the core rules of the game that are seen in-game today as well as designing and/or implementing new Heroes and Shards (items) for our game.
Roles: Technical Designer (Core Gameplay and Combat Teams), Product Lead (Flow Team)
Studio: Vela Games
Engine: Unreal Engine
Madden 19
Contribution: Designed and made paper prototypes during pre-production for potential new narrative modes. Wrote multiple Iron Python scripts for automation purposes, which helped speed up production and asset creation. Was also put in charge of designing firework displays for the new stadiums introduced.
Role: Technical Designer (Narrative Team)
Studio: Electronic Arts Tiburon
Engine: Frostbite
Deep Sea Discovery
Contribution: Designed the systems and main mechanics for a location-based creature collection mobile game. Helped integrate the use of iBeacons into Unity. iBeacons were then scattered around the Orlando Science Center for patrons to explore, find and "study" different sea creatures. Creature distribution was based off the different sea depth levels in correlation with the different floors of the Science Center.
Role: Programmer and Designer
Studio: E2i Creative Studio
Engine: Unity 3D
Shadow Health Products
Contribution: Designed a new type of product and proceeded to build and develop the basic template for the products. Initiated an effort to update a suite of products before they became deprecated. Also mastered and wrote documentation for an old tool, which I then helped teach to the other developers. Finally, began an initiative at the company to provide further research for our Hispanic virtual patients in order to ensure cultural fidelity.
Role: Technical Game Designer
Studio: Shadow Health
Engine: Unity 3D
Push & Pull
Contribution: Worked solo to create a unique 2D Puzzle Platformer. Made all the assets and wrote all the scripts in C#. Presented this project at the first Orlando iX.
Role: Everything
Studio: Independent project
Engine: Unity 3D
Flail Ninja
Contribution: Made by myself in seven days for Weekly Game Jam 107. The theme was "Don't Touch It". Created a 2D Action Platformer, where the character's signature weapon is just as deadly to the player as it is the enemy. Used this experience to improve my level design and physics programming skills. Created all art assets myself.
Role: Everything
Studio: Independent project
Engine: Unity 3D
Don't Touch Me, I'm On Fire
Contribution: Made for the 3rd Blackthornprod Game Jam, where it ranked 25th out of 1,061games. I worked on it by myself, creating the art, code and level design. The theme: "Less is More", led me to create a game where the main character is highly flammable and must use this ability to solve puzzles, but they must be quick so as to prevent themselves from burning away.
Role: Everything
Studio: Independent project
Engine: Unity 3D