Technical Artist Visual / Technical

VíctorVilarrubla.

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

Unity / Shaders / UI / Animation

Explore the lab

01 / 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.

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

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.

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 / 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

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.
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.

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

A closer look at Sum Stack will go here, with gameplay images and a breakdown of my contribution.

Placeholder text · Details coming soon

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

03 / Live experiment

Shader Lab.

A small space to explore how a surface feels.
Change a parameter. Watch the material respond.

Website prototype demo. Created for this site; not a professional project.

04 / 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 much as technical understanding. Rhythm is the thread connecting my work in 3D environments, VFX, board games, illustration and music.

This is a more personal space: a place to look at those connections, share experiments and reflect on how composition, movement and play shape an experience.

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.

These studies belong to my personal archive, separate from the interactive website prototypes in Shader Lab.

View details ↗
03 / PlayGames off screen

What changes when the rules live on a table?

The Dungeon Guardian

A board game project from my personal archive. The prototype brings rooms, cards, dice and playing pieces into a physical space.

Here, the project can be explored through the prototype itself, and through future notes on its rules and design decisions.

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

What remains when an image stands still?

Illustration is another part of my personal archive. A different way to explore composition, away from the moving image.

View details ↗
05 / SoundMusic

How does sound change the same image?

Music sits alongside the visual work in my personal archive. These tracks offer another way into rhythm and atmosphere.

View details ↗

05 / Contact

Let’s make
something move.

LinkedIn