Technical Artist

VíctorVilarrubla.

I bring visual ideas into play.
Materials, interfaces and movement — built to work inside the engine.

Unity / Shaders / UI / Animation

Explore my work

01 / Career

Inside the engine.

Animation, interfaces and game development.
Work in Unity and custom engines.

01 / Bisuala/PitchLabs

Bisuala/PitchLabs

—

On Matchday, I worked on animation and visual effects across the main game loop, from the match itself to results and rewards.

The match, and everything around it.

Starting with After Effects projects and video references, I prepared the assets and built and optimised the animations in Unity. There was also room to work out how each effect should behave within the game.

I also made Unity tools for animation tracks and animated text, making it easier to reuse movement between elements and try out effects such as waves and expansions.

Match Day / Gameplay excerpt · 90 seconds
Match Day promotional image showing a scoreboard, football player cards and a rewards track.
Match Day / Quick matches · Promotional image
Match Day promotional image with a card pack and cards for Yamal, Saliba, Haaland and Mbappé.
Match Day / Player cards · Promotional image
Match Day promotional image showing eleven football player cards arranged on a pitch.
Match Day / Team lineup · Promotional image
Match Day promotional image showing a league leaderboard and rewards.
Match Day / Global leagues · Promotional image
Match Day promotional image showing an illustrated city with football stadiums.
Match Day / Club · Promotional image
Match Day promotional image showing collectible badges and album progress.
Match Day / Card albums · Promotional image

02 / Gluck Games

Gluck Games

—

At Gluck Games, I worked on animation and UI integration for Ragnarok and Lord of the Jungle in the 99 Royale ecosystem, and contributed to other titles such as Ra the King.

Different worlds, governed by the same rules.

The games had different mechanics, but all had to fit a shared structure with little room for exceptions. Each one also had to work smoothly with the multiplayer combat layer connecting the whole experience. My work included resolving how animations and interfaces fitted into both, as well as contributing to the combat side.

I worked closely with artists, developers and game designers. Good organisation and clear communication made it a team I enjoyed working with, especially when a new mechanic meant figuring things out together.

Gluck Games / Project video
Ragnarok mobile game displayed on a phone, with glowing symbols, ice and fire effects.
Gluck Games / Ragnarok effects · Promotional image
Ragnarok mobile game displayed on a phone, with a level-up message and blue visual effects.
Gluck Games / Ragnarok level · Promotional image
Promotional composition showing five phones with different game themes against a dark background.
Gluck Games / A view across the games · Promotional image

03 / Wildbytes

Wildbytes

—

At Wildbytes, I worked on the app for Pull&Bear and Sen Senra’s AR concert in central Madrid. A short, rewarding project.

From the first screen to the end of the show.

I built the onboarding UI and the flow through the app in Unity. That included camera and location permissions, guiding users through AR calibration, and taking them from their first launch to the concert and its closing screens.

The app used Google’s ARCore Geospatial API to position the virtual show in the street, using visual positioning (VPS) alongside location data.

Pull&Bear Live Show / Project film
Pull and Bear Live Show promotional image showing Sen Senra as a giant figure on Gran Vía.
Pull&Bear Live Show / Promotional image
Pull and Bear Live Show application branding, with green lettering on a dark app icon.
Pull&Bear Live Show / App identity

04 / EgoGames

EgoGames

—

At EgoGames, I worked as a Fullstack Game Developer on competitive mobile games built in Unity, within a platform for skill-based competitions, tournaments and multiplayer experiences.

I implemented gameplay, game logic, UI and animations, integrating new features into the client and connecting them with the platform’s systems.

Gameplay, UI and the systems behind them.

My role combined client-side development, system integration and technical support, taking features from prototypes to versions ready for production.

EgoGames promotional artwork showing several mobile games, including a colourful bubble game.
EgoGames / Games · Promotional image
EgoGames promotional artwork with a tablet displaying a catalogue of game icons.
EgoGames / Platform · Promotional image
EgoGames promotional artwork showing player profiles in a matchmaking interface.
EgoGames / Matchmaking · Promotional image
EgoGames promotional artwork showing an account balance and withdrawal interface.
EgoGames / Withdrawal · Promotional image
EgoGames promotional artwork showing a list of game rooms themed around cities.
EgoGames / Training · Promotional image

02 / Game projects

Games.

Tritap & Sum Stack.
Game design, development and artwork.

01 / Game

Tritap

Tritap is a physics-based puzzle game made in Unity. My work focused on art direction, artwork, FX and music.

Light, movement and rhythm.

Simple shapes, bright colours and glowing trails and particles give the game its visual character. The effects follow the movement of the balls against a dark, geometric background.

I also composed the music, using repeated melodies and small variations with the movement of the bouncing balls in mind.

Tritap / Gameplay video · 1 min · Starts muted when in view
Tritap title screen with a white triangular emblem and cyan, green and pink light trails.
Tritap / Title screen
Tritap gameplay with coloured light trails crossing white rotating cross-shaped obstacles.
Tritap / Gameplay 02
Tritap gameplay showing a glowing yellow star, purple platforms and white geometric obstacles.
Tritap / Gameplay 03
Tritap gameplay with cyan, green and pink trails beside a tall white divider and a yellow star.
Tritap / Gameplay 04
Tritap gameplay showing glowing trails above a purple platform, white diamond obstacles and a yellow star.
Tritap / Gameplay 05
Tritap gameplay with coloured diamond obstacles and a burst of yellow particles among neon trails.
Tritap / Gameplay 06
Tritap gameplay with cyan trails and diamond outlines, purple platforms and a yellow star.
Tritap / Gameplay 07

02 / Game

Sum Stack

Project description and gameplay material are not yet available.

Screenshot
placeholder
9:16 / Portrait
Sum Stack / Screen 01
Screenshot
placeholder
9:16 / Portrait
Sum Stack / Screen 02

03 / About me

Beyond the engine.

Personal projects, different mediums.
A place for experiments and the questions behind them.

Different mediums.
A sense of rhythm.

For me, Technical Art requires aesthetic sensitivity as well as technical understanding. I find rhythm in 3D spaces, animation, board games, illustration and music.

These projects let me try different ways of composing, moving and playing. Here I share the work and some thoughts about the decisions behind it.

Explore the notebook
A handmade dungeon board game laid out on a wooden table, with modular rooms, cards, dice and coloured playing pieces.
A different kind of engine: cards, pieces and a table.
01 / Space3D & atmosphere

What does a place tell you before anything happens?

Two environments exploring the relationship between a space, its lighting and the story it suggests.

The Bunker

A real-time environment in Unreal Engine 4, modelled in 3ds Max and textured in Substance Painter. Soviet architecture and retro-futuristic technology informed its connected rooms and changes in height.

View details

Abduction

The same country house in two contrasting moods: the warmth of sunset and the unease of a blue-green night. A study in how lighting can change the reading of a familiar place.

View details
02 / MotionVFX & visual language

Can movement say something without words?

My VFX demo explores particles and shaders as a visual language. Colour, rhythm and movement shape how an effect feels — from the tension of electricity to the warmth of a fire.

The demo shows my particle and shader studies. The interactive Shader Lab below lets you try a few effects directly in the browser.

View details
03 / ExperimentShader Lab

A small playground for shape, interaction and transformation. Explore the parameters, or look at the code behind each effect.

Playground studies created for this website, separate from my professional projects.

04 / PlayGames off screen

What changes when the rules live on a table?

The Dungeon Guardian

A dungeon built from room tiles, cards, dice and playing pieces. I designed the mechanics and artwork, then made a prototype to playtest with friends.

The project page shows how the rooms connect, what each card does and how the prototype looks on the table.

View details
Dungeon board game prototype with room tiles, cards and coloured pieces on a table.
The Dungeon Guardian / Physical prototype
05 / ImageIllustration

What remains when an image stands still?

In Madam from Hell, I worked on silhouette, pose and lighting in Photoshop. A single image has to hold the composition on its own.

View details
06 / SoundMusic

How does sound change the same image?

I compose by mixing and looping samples. These tracks, along with the music I made for Tritap, are my experiments with rhythm and atmosphere.

View details

04 / Contact

Let’s make
something move.

LinkedIn