Pit King
Tower Defense made in a tight deadline!A tower defense game built in 3 days for Ludum Dare 44, then polished for a web release. Features a demanding GUI and a cell-based grid system.
13+ years crafting games across genres and platforms, building the gameplay systems, enemy AI, scalable architecture, and tools behind them.
A decade of released games, from rapid game-jam prototypes to live titles with millions of downloads.
A tower defense game built in 3 days for Ludum Dare 44, then polished for a web release. Features a demanding GUI and a cell-based grid system.
Helped lead core gameplay, UI, and data-driven tools built on Unity3D's Addressable System, using C#.
I built its architecture, AI, and core gameplay systems, originally in Construct and later porting the project to Unity3D.
A fast-paced action platformer built in 3 days for Ludum Dare #37, featured across several web platforms and recognized with multiple awards.
Built in C# with Unity3D. Featured on indie platforms including Itch.io, Newgrounds, and Kongregate, where it won awards and generated revenue.
Implemented UI, AI, mobile APIs, and core game mechanics in Construct 2. As a gameplay engineer and design generalist, I delivered versatile features across multiple platforms.
A beat-'em-up action game built in one week for the Arcade Game Jam. Packed with fast-paced combat and a futuristic style, it went on to win the jam.
Contributed development of this horror VR title on Steam. I refined FPS movement and GUI billboarding and fixed bugs that pushed it from Early Access toward full release.
Play as a virus fighting to survive the host's antibodies in this intense twin-stick shooter. Built from scratch in 72 hours for Ludum Dare #38, blending fast-paced combat with strategic movement.
Led the implementation of UI, AI, quest systems, and core game mechanics in Construct for Nightsteed Games, including backend login with data synchronization and performance optimizations.
Implemented UI, AI, mobile APIs, and core game mechanics in Construct for Nightsteed Games.
Led the implementation of UI, AI, mobile APIs, porting, and core game mechanics in Construct for Nightsteed Games.
Open-source frameworks and engine experiments from my repositories, the systems that best represent how I approach modular, reusable gameplay architecture.
C#
An experimental 2.5D FPS prototype in Unity3D focused on clean code and abstraction. Raycast-based movement, NavMesh AI, and a modular state-machine built on ScriptableObjects and interfaces.
C#
A 2D platforming engine in Unity3D using raycasting for collision and movement instead of the default physics. Adds shaders, a pixelated camera, and a ScriptableObject-based AI state machine.
C#
My own lightweight dependency-injection framework for Unity3D, built to improve modularity and reduce tight coupling. Integrated into my 2.5D FPS engine to keep the architecture flexible.
C#
A sub-module extension of the Scene Unmask tool adding cross-scene functionality via a custom tagging system, while preserving its core features and adding size/position fitting options.
Hi! I'm Jesús Pérez, AKA Oultrox. I'm based in Santiago, Chile, though I spend a good part of my time in Spain too. I've been a gameplay engineer for over 12 years, building and designing games across a lot of genres, mostly in Unity3D and Construct, with a bit of Godot on the side.
I really enjoy taking on new problems, picking things up fast, and getting better with every project. When I'm not making games, I'm usually playing them, especially MMORPGs, shooters, and story-driven RPGs. A few favorites of mine: Guild Wars 2, the Batman: Arkham games, Metal Gear Solid, and Borderlands.