VíctorVilarrubla.
I bring visual ideas into play.
Materials, interfaces and movement — built to work inside the engine.
Unity / Shaders / UI / Animation
Explore the lab01 / Career
Inside the engine.
Selected experience.
Case studies and screenshots coming soon.
01 / PitchLabs
PitchLabs
Technical Artist
At PitchLabs, I implemented animation and VFX throughout the main game loop — from match introductions and gameplay moments to goals, results and rewards.
I translated the team’s motion targets into Unity, manually extracting animation data from Adobe After Effects to reproduce the intended movement as precisely as possible. The proposals also left room for me to refine the effects during implementation.
Alongside this work, I supported shader implementation and built internal Unity tools to speed up repetitive tasks.
02 / Gluck Games
Gluck Games
Technical Artist
At Gluck Games, I handled animation and UI integration for Ragnarok and Lord of the Jungle, working within the company’s proprietary engine and the 99 Royale ecosystem.
The engine used a step-based system where access to game information depended on the current stage of the spin. This supported reuse across games, but new mechanics brought different integration challenges in each title.
Working closely with artists, developers and game designers, I brought the game content into the engine, adapting animation and UI requirements to those constraints and pushing the existing system to accommodate new features.
03 / EgoGames
EgoGames
Unity Development
This space will document my work at EgoGames, with examples of the experience in action and details of my contribution.
Placeholder text · Case study in preparation
02 / Game projects
Games.
Tritap & Sum Stack.
A closer look at the games and my contribution.
01 / Game
Tritap
Art / Gameplay design / Music
A physics-based puzzle game with a minimal visual style. My contribution covered art, gameplay design and music.
A detailed breakdown coming soon.
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02 / Game
Sum Stack
A closer look at Sum Stack will go here, with gameplay images and a breakdown of my contribution.
Placeholder text · Details coming soon
placeholder9:16 / Portrait
placeholder9:16 / Portrait
03 / Live experiment
Shader Lab.
A small space to explore how a surface feels.
Change a parameter. Watch the material respond.
Material study
Folded metal
Soft folds. Sharp reflections.
A surface shaped by light.
Static illustration. Interactive material controls require WebGL and JavaScript.
Material study
Iridescent film
Thin layers shift the reflected colour.
Static illustration. Interactive material controls require WebGL and JavaScript.
Material study
Ember dissolve
A surface breaks apart along a glowing edge.
Static illustration. Interactive material controls require WebGL and JavaScript.
Material study
Ripple field
Overlapping waves bend light across the surface.
Static illustration. Interactive material controls require WebGL and JavaScript.
01 / 04 · Folded metal
Website prototype demo. Created for this site; not a professional project.
04 / Contact












