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Personal projects
In this section, you'll find a selection of personal projects where I've worked in a multidisciplinary way. While product design and user experience are the main focus, these projects have also allowed me to explore other areas such as character design, level design, and development, strengthening my programming skills and broadening my understanding of the creative process.


Sala de Armas Salvatore Fabris
Since January 2026, I have been managing the digital communication and visual identity of Salvatore Fabris Historical Fencing School, taking responsibility for brand content creation and planning for social media, as well as the complete redesign of its website.
The project emerged from the need to improve the school’s digital presence, optimise the user experience, and better structure the available information. The existing website had opportunities for improvement in both navigation and content organisation, especially regarding the historical archive of tournaments and events, which could become a strategic resource for increasing visibility and SEO positioning.
After analysing the existing structure and user needs, I developed a new tournament classification and archive system that allows users to access information in a clearer and more organised way. This made it easier to consult the event history while improving content indexing in search engines.
Beyond the functional and strategic aspects, I worked on the evolution of the brand’s visual identity by designing posters, logos, and different graphic assets for events and competitions. The goal was to create a more coherent, professional, and recognisable identity, aligning all digital and physical touchpoints of the organisation.
As a result, the school significantly improved its online presence, moving from the fourth position on Google for searches related to “historical fencing Bilbao” to currently ranking as the first result. This improvement increased the organisation’s visibility and made it easier for new users interested in its activities and events to discover it.
The project emerged from the need to improve the school’s digital presence, optimise the user experience, and better structure the available information. The existing website had opportunities for improvement in both navigation and content organisation, especially regarding the historical archive of tournaments and events, which could become a strategic resource for increasing visibility and SEO positioning.
After analysing the existing structure and user needs, I developed a new tournament classification and archive system that allows users to access information in a clearer and more organised way. This made it easier to consult the event history while improving content indexing in search engines.
Beyond the functional and strategic aspects, I worked on the evolution of the brand’s visual identity by designing posters, logos, and different graphic assets for events and competitions. The goal was to create a more coherent, professional, and recognisable identity, aligning all digital and physical touchpoints of the organisation.
As a result, the school significantly improved its online presence, moving from the fourth position on Google for searches related to “historical fencing Bilbao” to currently ranking as the first result. This improvement increased the organisation’s visibility and made it easier for new users interested in its activities and events to discover it.


Angel's Gate
Angel’s Gate was born out of my curiosity to learn how to develop experiences in Unreal Engine and expand my knowledge beyond design. The goal was to step outside my comfort zone and gain a deeper understanding of how video games are built from a more technical perspective, exploring the connection between design, programming, and interactive experience creation.
To begin, I followed a course by Carlos Coronado as a learning foundation, but decided to take it one step further: instead of simply reproducing the exercises, I applied what I learned to create my own game from scratch. I designed levels, experimented with different mechanics, and progressively increased the difficulty to create an experience that would genuinely challenge the player.
One of the most interesting aspects of the project was building the environments and defining the identity of each level. I created maps with different themes, aiming for every stage to have its own personality and ensuring that players felt they were progressing through a diverse experience rather than simply overcoming repetitive obstacles.
Throughout development, I continuously iterated on difficulty, pacing, and the overall gameplay experience. I adjusted different elements based on testing sessions to achieve a balance between challenge and enjoyment.
The result was a fully self-driven project that allowed me to explore game development from a much broader perspective. Beyond strengthening my technical skills, it was an opportunity to better understand how design decisions influence the way users play, learn, and engage with an interactive experience.
Although it started as a personal project with no existing audience, it surpassed 100 downloads and reached several small streamers who decided to try it out and share their gameplay. For me, this was a very positive sign: beyond creating a functional game, I had managed to build an experience that sparked curiosity and encouraged others to engage with it.
To begin, I followed a course by Carlos Coronado as a learning foundation, but decided to take it one step further: instead of simply reproducing the exercises, I applied what I learned to create my own game from scratch. I designed levels, experimented with different mechanics, and progressively increased the difficulty to create an experience that would genuinely challenge the player.
One of the most interesting aspects of the project was building the environments and defining the identity of each level. I created maps with different themes, aiming for every stage to have its own personality and ensuring that players felt they were progressing through a diverse experience rather than simply overcoming repetitive obstacles.
Throughout development, I continuously iterated on difficulty, pacing, and the overall gameplay experience. I adjusted different elements based on testing sessions to achieve a balance between challenge and enjoyment.
The result was a fully self-driven project that allowed me to explore game development from a much broader perspective. Beyond strengthening my technical skills, it was an opportunity to better understand how design decisions influence the way users play, learn, and engage with an interactive experience.
Although it started as a personal project with no existing audience, it surpassed 100 downloads and reached several small streamers who decided to try it out and share their gameplay. For me, this was a very positive sign: beyond creating a functional game, I had managed to build an experience that sparked curiosity and encouraged others to engage with it.


Ivartetris
This project was born from a spontaneous collaboration with illustrator Ivart. After discovering his illustrations, where pop culture characters were integrated into Tetris pieces, the idea emerged to transform this visual concept into an interactive experience.
The challenge was turning a primarily artistic concept into a game that preserved the essence of his universe, respected his style, and made the interaction feel not like an added feature, but as a natural extension of his work.
Based on his illustrations, I developed Ivartetris, a small interactive tribute that adapts his visual identity into a video game format. Alongside designing the experience, interface, and all visual elements, I was also responsible for programming the game.
This part represented a personal challenge, as I had not programmed for more than five years. I decided to use the project as an opportunity to put my skills back into practice and explore what I could achieve with my current knowledge and tools. It was a way to step outside my comfort zone and once again explore the connection between design and development.
From the interface to the audiovisual elements, I worked to ensure that every part of the experience aligned with the brand’s aesthetic, paying attention to details such as the graphic style, sounds, and overall feeling of the game. I also added direct links to Ivart’s social media profiles to connect the experience with his work as an illustrator and make it easier for users to discover more about his creative universe.
Although it was a smaller project compared to some larger-scale experiences, it was especially rewarding because it combined design, programming, creativity, and brand identity. It allowed me to recover technical skills, experiment with product development, and reinforce the idea that great experiences emerge when design and technology work together.
The challenge was turning a primarily artistic concept into a game that preserved the essence of his universe, respected his style, and made the interaction feel not like an added feature, but as a natural extension of his work.
Based on his illustrations, I developed Ivartetris, a small interactive tribute that adapts his visual identity into a video game format. Alongside designing the experience, interface, and all visual elements, I was also responsible for programming the game.
This part represented a personal challenge, as I had not programmed for more than five years. I decided to use the project as an opportunity to put my skills back into practice and explore what I could achieve with my current knowledge and tools. It was a way to step outside my comfort zone and once again explore the connection between design and development.
From the interface to the audiovisual elements, I worked to ensure that every part of the experience aligned with the brand’s aesthetic, paying attention to details such as the graphic style, sounds, and overall feeling of the game. I also added direct links to Ivart’s social media profiles to connect the experience with his work as an illustrator and make it easier for users to discover more about his creative universe.
Although it was a smaller project compared to some larger-scale experiences, it was especially rewarding because it combined design, programming, creativity, and brand identity. It allowed me to recover technical skills, experiment with product development, and reinforce the idea that great experiences emerge when design and technology work together.


Frikicutes
Frikicutes was a personal project born with a very specific goal: to recover and strengthen my programming skills while continuing to grow as a designer. I wanted to explore the relationship between design and development by creating a complete experience from start to finish, combining the creative process with the technical side.
The idea came from classic clicker games, such as the well-known game where the goal was to click on an egg millions of times. Starting from this simple mechanic, I decided to give it a more personal twist and transform it into a collectible-based experience.
This is how the Frikicutes were created: a collection of adorable characters that users can unlock by breaking eggs, each one with its own design, personality, and surprise attached. The challenge was not only to create an engaging mechanic, but also to make the experience appealing through curiosity, rewards, and the desire to complete the collection.
Alongside designing the characters, interface, and user experience, I was also responsible for programming the project. This allowed me to practice development again after spending more time focused on design, apply my current knowledge, and better understand how to turn a visual concept into a functional experience.
The result was a small but complete project where I worked through the entire creation process: from concept development and visual design to technical implementation. Frikicutes became a way to continue learning, experiment with new ideas, and keep strengthening the connection between design, creativity, and code.
The idea came from classic clicker games, such as the well-known game where the goal was to click on an egg millions of times. Starting from this simple mechanic, I decided to give it a more personal twist and transform it into a collectible-based experience.
This is how the Frikicutes were created: a collection of adorable characters that users can unlock by breaking eggs, each one with its own design, personality, and surprise attached. The challenge was not only to create an engaging mechanic, but also to make the experience appealing through curiosity, rewards, and the desire to complete the collection.
Alongside designing the characters, interface, and user experience, I was also responsible for programming the project. This allowed me to practice development again after spending more time focused on design, apply my current knowledge, and better understand how to turn a visual concept into a functional experience.
The result was a small but complete project where I worked through the entire creation process: from concept development and visual design to technical implementation. Frikicutes became a way to continue learning, experiment with new ideas, and keep strengthening the connection between design, creativity, and code.
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