Ethan Martín's Portfolio

Hi, I'm

Ethan Martín

Hello there! I am Ethan Martín and I'm a 22 year old student in CITM Barcelona, with a passion for video games and everything that surrounds them. I have a special love for game AI and procedural generation, and I am always willing to learn more!


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Experience

QA Internship

Product Tester

Jul - Aug 2022 / Jul - Aug 2023

UNIDESA

Education

Videogames Design and Development degree

4th year student

September 2021 - Present

CITM - UPC

CUPRA Gamified Car

Creation Lab in collaboration with CUPRA

2023

CITM - UPC

Composition of Real and Virtual Images

Learning program

2019

CITM - UPC

Creation of an Augmnted Reality App

Learning program

2019

CITM - UPC

Projects

Alien: Nemesis

Project Description

Alien: Nemesis is one of the biggest projects I've worked on so far. It is a horror top-down shooter game based in the popular "Alien" franchise which was developed using our own game engine made from scratch, TheOneEngine.

Tech used

TheOneEngine, C++, C#, OpenGL, Mono, ImGUI, Wwise, ImGuizmo, Assimp, DevIL, GLEW, GLM

Role Description

During most of the development process, I was in charge of the development and maintainance of the Scripting Engine, both embedding the Mono library into the project and designing the whole scripting infrastructure, while also adding features to it as new needs arose.

In terms of the game, I was in charge of a rework for the entire behaviour of the Alien Queen, the final boss. I also coded the core behaviour for two of the enemies in the game.

Some of the Queen's attack patterns

Check out the official page here

Diagram of the design of the scripting system

Jailed VR

Project Description

Jailed VR is a VR escape room horror experience where you will have to solve puzzles in order to get the keys to ecape. It was made as a final project for our VR subject, but then polished and launched on itch.io. Test your wit while trying not to succumb to the unsettling sounds and creepy atmosphere of the place you have been Jailed in.

Tech used

Unity, XR Toolkit, C#

Role Description

In this project I was in charge of one of the three main lines of puzzles, which featured a scale, a pulsating heart and a cryptex (lock).

Check the game out on itch.io

Kingdom Engine

Project Description

Kingdom is a 3D engine made from scratch, featuring a scripting module through the embedding of the Mono library.

Tech used

C++, C#, Mono, OpenGL, SDL2, GLEW, ImGUI, DevIL, assimp, jsoncpp, nlohmann-json

Role Description

In this project I was the main responsible of the embedding of Mono and doing the base script structure, the "Transform" component, implementing mouse picking and raycasting, bounding boxes for the objects, primitives, the camera and helping troubleshoot problems with pointers and other technical difficulties.

Find the project on our GitHub

The Fixer

Project Description

The Fixer was our submission to the 2025 CITM Game Jam, under the theme "Trial and error". In the game, you are a repairman whose job is to figure out repairs on the go. You will have to find the right pieces in your back shop to repair the items the clients bring you, but they have limited patence, so you must hurry up!

At the end of the Jam, the game received an Honorable Mention for Best Technology.

Tech used

Unity, C#

Role Description

In this project, I programmed the modular repair component system, and I did the part of the workbench interaction related to said system. I also contributed to the general interaction with all the other objects, teaming up with some of my colleagues to do so.

The Workbench

This project was submitted as part of the 8a Gran CITM Game Jam

Check the game out on itch.io

The Back Shop

Super Metal Boy

Project Description

Super Metal Boy is a precision platformer inspired by Super Meat Boy. In this game you'll find yourself wall-jumping, dashing and avoiding enemies in order to complete the levels before the time runs out.

Tech used

C++, Box2D, SDL2, Tiled, pugiXML and Optick

Role Description

In this project I was in charge of parsing and loading the levels, coding the wall jump and character animations, enemy AI and pathfinding as well as designing the level layouts and posing the character animation frames.

Check the game out on itch.io

No Time to Di(c)e

No Time to Di(c)e was our first self-organized project, submitted as part of the GMTK Game Jam 2022, with the theme "Roll of the Dice". A run and gun game where you control a fed-up die in a quest for vengeance.

Tech used

C++, SDL2

Role Description

In this project I was in charge of the enemy AI, attacks and programming their animations. I also programmed the final boss.

This project was submitted as part of the GMTK Game Jam 2022

Check the game out on itch.io

Lost in Dreams

Project Description

Lost in Dreams was created during the 2024 CITM Game Jam, with the theme "Dreams and Nightmares". In this game you'll find yourself travelling through worlds to advance in the levels in order to escape the realms of sleep.

Tech used

Unity, C#

Role Description

My main role in this project was designing and implementing the system to be able to change from one world to another, but I also coded the enemy behaviours, the small dialogue system and was in charge of scene managemnt.

This project was submitted as part of the 7a Gran CITM Game Jam

Check the game out on itch.io

Guerrilla War Tribute

This game was our first project, and it is a tribute to the arcade game Guerrilla War. You will be able to play the first level of the game and experience some adapted features.

Tech used

C++, SDL2

Role Description

For this project I coded most of the enemies AI and animations, camera behaviour and the core of the debug module while I also did the controller implementation (not the mapping).

Find the project on our GitHub

Pokémon Pinball

This project was a tribute made with educational purposes. Featuring various of the original features of the level, you can play for a while and try to beat your best score!

Tech used

C++, Box2D and SDL2

Role Description

For this project I made the debug module, coded the physics of the launcher spring and helped tweaking the flippers.

Find the project on our GitHub

Skills

Code

C++ C# Unity Mono Project OpenGL HTML CSS JavaScript Flutter

Software

GitHub Visual Studio Visual Studio Code Photoshop Excel

Project Managemnt

Clickup Hack'n'Plan Jira Trello

Art

Maya 3D Substance Painter ZBrush

Contact