
About Me
Hey, I’m maglucen 👋
Technical Artist · Gameplay Programmer · VR tinkerer based in Madrid
What’s this site for?
- Logbook – a living notebook where I record solutions, experiments and “gotchas” I bump into while building games.
- Portfolio – a quick way for studios and collaborators to see what I can do and reach out.
Highlights
Project / Studio | Role & Engine | Key Contributions |
---|---|---|
Onirica VR |
Technical Artist & Gameplay Programmer Unity |
• Prototyped and shipped multiple VR minigames • Wrote C# gameplay systems • Authored Shader Graph & HLSL VFX • Modelled & optimised 3D props in Maya |
Eyes on Yuki (PC co-op demo) |
Lead Programmer Unreal Engine 5 |
• Blueprint + C++ architecture • Implemented resource storage & zone unlocking • Automated turret defense logic • Maintained 60 FPS target on mid-range hardware |
R&D / Freelance |
Tech Artist · Tools Dev Various |
• Built Maya tools in Python/MEL • Procedural environment workflows in Houdini • Rapid-iteration shaders for stylised VFX |
Everyday toolkit
Engines & Tools: Unity, Unreal Engine 5, Maya, Substance Suite, Houdini
Languages: C#, C++, Blueprints, Python/MEL
Disciplines: gameplay coding, shaders/VFX, rapid prototyping, VR performance, procedural pipelines
How I work
- Reusable first – systems and shaders designed to scale across levels and projects.
- Procedural whenever possible – automate the boring, keep creativity for the fun bits.
- Gameplay-centric art – visuals that feel good to play, not just to look at.
- Influenced by the systemic depth of ARK: Survival Ascended, the emergent chaos of The Binding of Isaac, and the reactive VFX of Returnal.
Looking for
Open to full-time, part-time or freelance roles where code and art meet: tech-art pipelines, gameplay prototyping, VR R&D, or all of the above.
Let’s talk
Discord: maglucen
LinkedIn:
maglucen
Need a dev who can sprinkle technical magic on your game?
Ping me – I’m all ears!
Last updated: 31 May 2025