Jesús Pérez

Senior Game Developer & Gameplay Engineer.

PUBLISHED GAMES

Pit King

Tower Defense made in a tight deadline!

Jam game developed in 3 days for Ludum Dare 44 and later polished for a web release. A tower defense game featuring a challenging GUI and a cell grid system.

Waffle Smash: Diner Rush 

Massive match-3 game combining 2D & 3D

I helped lead the development of core gameplay features, UI implementation, and data-driven tools (including tutorials, scene loading and memory management using the Addressable System), as well as third-party integrations using C# in Unity3D.

GrimCurse

Pokemon meets Time Crisis

A fast-paced gallery shooter and top-down RPG hybrid, originally developed with the Construct engine and later ported to Unity3D.

CODE RED

Minimalistic platform action game

Developed in just 3 days for Ludum Dare #37 game jam, this fast-paced action platformer was featured on multiple web platforms' front pages. It received several honors and monetary awards, showcasing both rapid development skills and engaging gameplay design.

Cubito

Featured in Itch.io!

Gameplay engineer and designer using C# in Unity3D. A twin-stick 2D arena shooter featured on indie game platforms such as Itch.io, Newgrounds, and Kongregate, winning awards and generating revenue.

Sucker Munch

Twin-stick biologic shooter

Play as a virus fighting to survive against the host’s antibodies in this intense twin-stick shooter. Created from scratch in 72 hours for Ludum Dare #38, it combines fast-paced combat with strategic movement.

Guy Slashing Stuff...

Winner of The Arcade Game Jam!

A beat-’em-up action game developed in just one week for the Arcade Game Jam. Packed with fast-paced combat and futuristic vibes, it ended up winning the jam!

Tranquil Cove

Steam VR game

Contributed to the Unity3D (C#) development of Tranquil Cove, a horror VR game on Steam. Worked on refining gameplay systems related to FPS movement, GUI billboarding and bug fixes that helped move the title closer to full release beyond Early Access.

MiniGiants

1M+ Downloads!

Responsible for implementing UI, AI, mobile APIs, and core game mechanics using the Construct 2 engine. I Played a key role in delivering versatile gameplay features across platforms as a Gameplay Engineer and designer generalist.

WarCall

100k+ Downloads​!

Implemented UI, AI, mobile APIs, and core game mechanics using the Construct engine for Nightsteed Games.

Samurai Madness

10k+ Downloads!

Led implementation of UI, AI, mobile APIs, porting, and core game mechanics using the Construct engine for Nightsteed Games.

Sea Dragons

500k+ Downloads​!

Led implementation of UI, AI, network login for backend data synchronization, performance optimizations, quest systems, and core game mechanics using the Construct engine for Nightsteed Games.

SOME OF MY PROJECTS

2.5D FPS Engine

An experimental 2.5D FPS prototype built in Unity3D, with a focus on clean code, abstraction, and polymorphism. Features a raycast-based movement system and a modular, pluggable AI built on the state machine pattern, using ScriptableObjects and interfaces for flexibility.  

The AI navigates with Unity’s NavMesh and supports patrolling, random coordinate searching, and chasing targets upon detection. I also integrated my own dependency injection framework, improving modularity and reducing tight coupling across the architecture. Project here!

Raycast 2D Platform Engine

A 2D platforming engine built in Unity3D, using raycasting for collision detection and movement instead of the default physics system. Based on an Official Unity tutorial, I played around with it to shaders, pixelated camera and a scriptable object-based AI state machine, akin to the one used in my 2.5D FPS engine. 
Project here!

Cross Scene Unmask GUI Framework

An experimental sub module extension of the Scene Unmask tool adding cross-scene functionality via a custom tagging system, while fully preserving its core features. This enhancement also allows customizing how the unmask fits—by size, position, or both—expanding usability for cross-scene elements without compromising the original tool. Originally developed to meet a specific requirement in one of my games. 
Repo Here!