About Me


Hey, I’m maglucen 👋

Technical Artist · Gameplay Programmer · VR tinkerer based in Madrid


What’s this site for?

  1. Logbook – a living notebook where I record solutions, experiments and “gotchas” I bump into while building games.
  2. 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