VíctorVilarrubla.
I work on the visual side of games.
Animation, interfaces, FX and the tools behind them.
Unity / Shaders / UI / Animation
Explore my work01 / Career
Experience.
Mobile games, animation and an AR concert.
Different projects, with a mix of visual and technical work.
01 / Bisuala/PitchLabs
Bisuala/PitchLabs
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Technical Artist
On Matchday, I handled animation and FX throughout the main game loop: matches, results and rewards.
From After Effects to Unity.
I started with the original After Effects projects and reference videos, then prepared the assets and assembled and optimised the animations in Unity. The references gave me a starting point, with room to decide how to build a particular effect or movement in the game.
I made a couple of tools to copy animation tracks between elements and animate text character by character. The text tool let me combine position, scale and rotation to make waves, expansions and other effects.
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02 / Gluck Games
Gluck Games
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Technical Artist
At Gluck Games, I handled animation and UI integration on Ragnarok and Lord of the Jungle, within 99 Royale. I also worked on parts of other games, including Ra the King.
Different worlds, governed by the same rules.
The difficult part was fitting games with very different mechanics into the same strict, limited structure. They also had to work with the multiplayer combat system above them. I worked on the animation and interfaces, and also contributed to that combat system.
I enjoyed working with the team. Good organisation and clear communication made a difference when we had to figure out how a new mechanic could fit within those limits.
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03 / Wildbytes
Wildbytes
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Unity Development
At Wildbytes, I worked on the Unity app for Pull&Bear and Sen Senra’s AR concert in central Madrid. It was a brief, rewarding experience: an app that led users into a virtual show in the middle of the city.
From opening the app to the end of the show.
I took care of the interface and the journey through the app, from the first launch to the end of the show. That included permissions, camera and location access, and guiding users through AR calibration before the concert started.
The app used Google’s ARCore Geospatial API to place the concert in the street. The UI had to guide users through the steps needed to get it positioned.
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04 / EgoGames
EgoGames
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Fullstack Game Developer
At EgoGames, I developed competitive mobile games in Unity, where the gameplay had to work together with a platform for tournaments and multiplayer matches.
I worked on gameplay, game logic, UI and animation, and connected new features to the platform.
Gameplay, interfaces and integration.
The work included client development, integration and technical support, from the first prototypes through to production.
02 / Game projects
Games.
Sum Stack & Tritap.
Game design, development and artwork.
01 / Game
Sum Stack
Game design / Art / Animation / FX
Sum Stack is my latest personal project, based on an original puzzle idea I wanted to put into practice. What interested me most was designing the rules and restrictions, and finding a way to give personality to something as abstract as containers filled with coloured cubes.
Giving personality to a puzzle.
I also wanted to make content easy to create and change. I built a level editor to create, edit and manage levels, including special mechanics, so I could spend more time working on the puzzle itself.
I used AI to generate the code and level-editing tools, with my experience guiding the process. Clear requirements, structured iteration and hands-on testing kept the implementation aligned with the game I wanted to make.
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02 / Game
Tritap
Art direction / Art / FX / Music
Tritap is a physics puzzle game made in Unity. I mainly worked on art direction, art, FX and music.
Colour, movement and music.
Simple shapes and bright colours stand out against the dark background. Trails and particles follow the balls, making their movement part of the look of the game.
I also made the music, thinking about the rhythm of the bouncing balls. You can listen to it in the Music section.
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03 / About me
Other things I make.
3D, effects, UI design, a board game, illustration and music.
Personal projects where I can try different things.
An artistic eye matters here too.
For me, Technical Art needs aesthetic sensitivity as well as knowledge of the tools. Rhythm connects a lot of what I do: the timing of an animation, the movement of an effect or the way a piece of music develops.
These are projects I have made on my own, with room to explore interests that do not always fit into my day-to-day work. I have included a few notes about how I approached each one.
See the projects
01 / Space3D environments
Building a place, then lighting it.
These two environments gave me room to work on modelling, layout and lighting, with a different setting and story for each one.
The Bunker
A Soviet bunker made in Unreal Engine 4, with modelling in 3ds Max and textures in Substance Painter. Its rooms, corridors and changes in floor level form the route through the environment.
View detailsAbduction
I made two lighting versions of the same country house: a warm sunset for the investigation and a blue-green night for the flashback.
View details02 / MotionVFX in Unity
Movement, colour and timing.
This demo brings together some of my particle and shader work in Unity. Electricity and fire are examples of how movement, colour and timing change the feel of an effect.
View details03 / InterfaceUI Design
Organising a strategy game on a mobile screen.
Warthrone Realms
A concept interface for Warthrone Realms, exploring how to organise a complex strategy game on a mobile screen.
Kingdom management, heroes, resources and quests, with a shared visual language across the interface.
View details
04 / ExperimentShader Showroom
Real-time materials you can play with.
Four shaders made in Unity and running in the browser: dissolve, hologram, energy shield and stylized lighting. You can change their parameters, swap the object and tap it to trigger each effect.
Try the demo
05 / PlayBoard game
Designing a game for the table.
The Dungeon Guardian
I designed the mechanics and art for a dungeon board game, then built a prototype to test with friends.
The project page includes the room tiles, cards and photographs of the prototype.
View details
06 / ImageIllustration
Silhouette, pose and light.
In Madam from Hell, I worked on silhouette, pose and lighting to develop the character in a single Photoshop illustration.
View details
07 / SoundMusic
Samples, loops and a sense of rhythm.
I make music by mixing samples and loops, trying out how they fit together. Here are the tracks I made for Tritap and some other compositions.
View details04 / Contact






