Technical Artist

VíctorVilarrubla.

I work on the visual side of games.
Animation, interfaces, FX and the tools behind them.

Unity / Shaders / UI / Animation

Explore my work

01 / Career

Experience.

Mobile games, animation and an AR concert.
Different projects, with a mix of visual and technical work.

01 / Bisuala/PitchLabs

Bisuala/PitchLabs

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On Matchday, I handled animation and FX throughout the main game loop: matches, results and rewards.

From After Effects to Unity.

I started with the original After Effects projects and reference videos, then prepared the assets and assembled and optimised the animations in Unity. The references gave me a starting point, with room to decide how to build a particular effect or movement in the game.

I made a couple of tools to copy animation tracks between elements and animate text character by character. The text tool let me combine position, scale and rotation to make waves, expansions and other effects.

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

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At Gluck Games, I handled animation and UI integration on Ragnarok and Lord of the Jungle, within 99 Royale. I also worked on parts of other games, including Ra the King.

Different worlds, governed by the same rules.

The difficult part was fitting games with very different mechanics into the same strict, limited structure. They also had to work with the multiplayer combat system above them. I worked on the animation and interfaces, and also contributed to that combat system.

I enjoyed working with the team. Good organisation and clear communication made a difference when we had to figure out how a new mechanic could fit within those limits.

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

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At Wildbytes, I worked on the Unity app for Pull&Bear and Sen Senra’s AR concert in central Madrid. It was a brief, rewarding experience: an app that led users into a virtual show in the middle of the city.

From opening the app to the end of the show.

I took care of the interface and the journey through the app, from the first launch to the end of the show. That included permissions, camera and location access, and guiding users through AR calibration before the concert started.

The app used Google’s ARCore Geospatial API to place the concert in the street. The UI had to guide users through the steps needed to get it positioned.

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

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At EgoGames, I developed competitive mobile games in Unity, where the gameplay had to work together with a platform for tournaments and multiplayer matches.

I worked on gameplay, game logic, UI and animation, and connected new features to the platform.

Gameplay, interfaces and integration.

The work included client development, integration and technical support, from the first prototypes through to 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.

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

01 / Game

Sum Stack

Sum Stack is my latest personal project, based on an original puzzle idea I wanted to put into practice. What interested me most was designing the rules and restrictions, and finding a way to give personality to something as abstract as containers filled with coloured cubes.

Giving personality to a puzzle.

I also wanted to make content easy to create and change. I built a level editor to create, edit and manage levels, including special mechanics, so I could spend more time working on the puzzle itself.

All the code was generated with AI, including the editing tools. It was a way to put the idea into practice and build the tools I needed along the way.

Sum Stack / Gameplay video · Starts muted when in view
Sum Stack artwork with colourful numbered blocks and smiling stacks in a purple library.
Sum Stack
Sum Stack / Unlock the challenge
Sum Stack / Unlock the challenge
Sum Stack / Train your brain
Sum Stack / Train your brain
Sum Stack / Chill & relax
Sum Stack / Chill & relax

02 / Game

Tritap

Tritap is a physics puzzle game made in Unity. I mainly worked on art direction, art, FX and music.

Colour, movement and music.

Simple shapes and bright colours stand out against the dark background. Trails and particles follow the balls, making their movement part of the look of the game.

I also made the music, thinking about the rhythm of the bouncing balls. You can listen to it in the Music section.

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

03 / About me

Other things I make.

3D, effects, a board game, illustration and music.
Personal projects where I can try different things.

An artistic eye matters here too.

For me, Technical Art needs aesthetic sensitivity as well as knowledge of the tools. Rhythm connects a lot of what I do: the timing of an animation, the movement of an effect or the way a piece of music develops.

These are projects I have made on my own, with room to explore interests that do not always fit into my day-to-day work. I have included a few notes about how I approached each one.

See the projects
A handmade dungeon board game laid out on a wooden table, with modular rooms, cards, dice and coloured playing pieces.
The Dungeon Guardian / Physical prototype
01 / Space3D environments

Building a place, then lighting it.

These two environments gave me room to work on modelling, layout and lighting, with a different setting and story for each one.

The Bunker

A Soviet bunker made in Unreal Engine 4, with modelling in 3ds Max and textures in Substance Painter. Its rooms, corridors and changes in floor level form the route through the environment.

View details

Abduction

I made two lighting versions of the same country house: a warm sunset for the investigation and a blue-green night for the flashback.

View details
02 / MotionVFX in Unity

Movement, colour and timing.

This demo brings together some of my particle and shader work in Unity. Electricity and fire are examples of how movement, colour and timing change the feel of an effect.

View details
03 / PlayBoard game

Designing a game for the table.

The Dungeon Guardian

I designed the mechanics and art for a dungeon board game, then built a prototype to test with friends.

The project page includes the room tiles, cards and photographs of the prototype.

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

Silhouette, pose and light.

In Madam from Hell, I worked on silhouette, pose and lighting to develop the character in a single Photoshop illustration.

View details
05 / SoundMusic

Samples, loops and a sense of rhythm.

I make music by mixing samples and loops, trying out how they fit together. Here are the tracks I made for Tritap and some other compositions.

View details

04 / Contact

Get in touch.

LinkedIn Download my resume