Technical Artist Visual / Technical

VíctorVilarrubla.

I bring visual ideas into play.
Materials, interfaces and movement — built to work inside the engine.

Unity / Shaders / UI / Animation

Explore my work

01 / Career

Inside the engine.

Animation, interfaces and game development.
Work in Unity and custom engines.

01 / Bisuala/PitchLabs

Bisuala/PitchLabs

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Technical Artist

At PitchLabs, I implemented animation and VFX throughout the main game loop — from match introductions and gameplay moments to goals, results and rewards.

The challenge was precision in motion.

I translated the team’s motion targets into Unity, manually extracting animation data from Adobe After Effects to reproduce the intended movement as precisely as possible. The proposals also left room for me to refine the effects during implementation.

Alongside this work, I supported shader implementation and built internal Unity tools to speed up repetitive tasks.

Match Day / Gameplay excerpt · 90 seconds
Match Day promotional image showing a scoreboard, football player cards and a rewards track.
Match Day / Quick matches · Promotional image
Match Day promotional image with a card pack and cards for Yamal, Saliba, Haaland and Mbappé.
Match Day / Player cards · Promotional image
Match Day promotional image showing eleven football player cards arranged on a pitch.
Match Day / Team lineup · Promotional image
Match Day promotional image showing a league leaderboard and rewards.
Match Day / Global leagues · Promotional image
Match Day promotional image showing an illustrated city with football stadiums.
Match Day / Club · Promotional image
Match Day promotional image showing collectible badges and album progress.
Match Day / Card albums · Promotional image

02 / Gluck Games

Gluck Games

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Technical Artist

At Gluck Games, I handled animation and UI integration for Ragnarok and Lord of the Jungle, working within the company’s proprietary engine and the 99 Royale ecosystem.

Working at the limits of a custom engine.

The engine used a step-based system where access to game information depended on the current stage of the spin. This supported reuse across games, but new mechanics brought different integration challenges in each title.

Working closely with artists, developers and game designers, I brought the game content into the engine, adapting animation and UI requirements to those constraints and pushing the existing system to accommodate new features.

Gluck Games / Project video
Ragnarok mobile game displayed on a phone, with glowing symbols, ice and fire effects.
Gluck Games / Ragnarok effects · Promotional image
Ragnarok mobile game displayed on a phone, with a level-up message and blue visual effects.
Gluck Games / Ragnarok level · Promotional image
Promotional composition showing five phones with different game themes against a dark background.
Gluck Games / A view across the games · Promotional image

03 / Wildbytes

Wildbytes

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Unity Development

At Wildbytes, I worked on the Pull&Bear augmented reality application in Unity, focusing on application architecture and UI implementation.

The project brought together a mobile application and an augmented reality live show. The film and images here provide context for the experience.

Pull&Bear Live Show / Project film
Pull and Bear Live Show promotional image showing Sen Senra as a giant figure on Gran Vía.
Pull&Bear Live Show / Promotional image
Pull and Bear Live Show application branding, with green lettering on a dark app icon.
Pull&Bear Live Show / App identity

04 / EgoGames

EgoGames

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Fullstack Game Developer

At EgoGames, I worked as a Fullstack Game Developer on competitive mobile games built in Unity, within a platform for skill-based competitions, tournaments and multiplayer experiences.

I implemented gameplay, game logic, UI and animations, integrating new features into the client and connecting them with the platform’s systems.

Gameplay, UI and the systems behind them.

My role combined client-side development, system integration and technical support, taking features from prototypes to versions ready for production.

EgoGames promotional artwork showing several mobile games, including a colourful bubble game.
EgoGames / Games · Promotional image
EgoGames promotional artwork with a tablet displaying a catalogue of game icons.
EgoGames / Platform · Promotional image
EgoGames promotional artwork showing player profiles in a matchmaking interface.
EgoGames / Matchmaking · Promotional image
EgoGames promotional artwork showing an account balance and withdrawal interface.
EgoGames / Withdrawal · Promotional image
EgoGames promotional artwork showing a list of game rooms themed around cities.
EgoGames / Training · Promotional image

02 / Game projects

Games.

Tritap & Sum Stack.
Game design, development and artwork.

01 / Game

Tritap

Art / Gameplay design / Music

A physics-based puzzle game with a minimal visual style. My contribution covered art, gameplay design and music.

Tritap / Gameplay video · 1 min · Starts muted when in view
Tritap title screen with a white triangular emblem and cyan, green and pink light trails.
Tritap / Title screen
Tritap gameplay with coloured light trails crossing white rotating cross-shaped obstacles.
Tritap / Gameplay 02
Tritap gameplay showing a glowing yellow star, purple platforms and white geometric obstacles.
Tritap / Gameplay 03
Tritap gameplay with cyan, green and pink trails beside a tall white divider and a yellow star.
Tritap / Gameplay 04
Tritap gameplay showing glowing trails above a purple platform, white diamond obstacles and a yellow star.
Tritap / Gameplay 05
Tritap gameplay with coloured diamond obstacles and a burst of yellow particles among neon trails.
Tritap / Gameplay 06
Tritap gameplay with cyan trails and diamond outlines, purple platforms and a yellow star.
Tritap / Gameplay 07

02 / Game

Sum Stack

Project description and gameplay material are not yet available.

Screenshot
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9:16 / Portrait
Sum Stack / Screen 01
Screenshot
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9:16 / Portrait
Sum Stack / Screen 02

03 / About me

Beyond the engine.

Personal projects, different mediums.
A place for experiments and the questions behind them.

Different mediums.
A sense of rhythm.

For me, Technical Art requires aesthetic sensitivity as well as technical understanding. I find rhythm in 3D spaces, animation, board games, illustration and music.

These projects let me try different ways of composing, moving and playing. Here I share the work and some thoughts about the decisions behind it.

Explore the notebook
A handmade dungeon board game laid out on a wooden table, with modular rooms, cards, dice and coloured playing pieces.
A different kind of engine: cards, pieces and a table.
01 / Space3D & atmosphere

What does a place tell you before anything happens?

Two environments exploring the relationship between a space, its lighting and the story it suggests.

The Bunker

A real-time environment in Unreal Engine 4, modelled in 3ds Max and textured in Substance Painter. Soviet architecture and retro-futuristic technology informed its connected rooms and changes in height.

View details

Abduction

The same country house in two contrasting moods: the warmth of sunset and the unease of a blue-green night. A study in how lighting can change the reading of a familiar place.

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02 / MotionVFX & visual language

Can movement say something without words?

My VFX demo explores particles and shaders as a visual language. Colour, rhythm and movement shape how an effect feels — from the tension of electricity to the warmth of a fire.

The demo shows my particle and shader studies. The interactive Shader Lab below lets you try a few effects directly in the browser.

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03 / ExperimentShader Lab

A small playground for shape, interaction and transformation. Explore the parameters, or look at the code behind each effect.

Playground studies created for this website, separate from my professional projects.

04 / PlayGames off screen

What changes when the rules live on a table?

The Dungeon Guardian

A dungeon built from room tiles, cards, dice and playing pieces. I designed the mechanics and artwork, then made a prototype to playtest with friends.

The project page shows how the rooms connect, what each card does and how the prototype looks on the table.

View details
Dungeon board game prototype with room tiles, cards and coloured pieces on a table.
The Dungeon Guardian / Physical prototype
05 / ImageIllustration

What remains when an image stands still?

In Madam from Hell, I worked on silhouette, pose and lighting in Photoshop. A single image has to hold the composition on its own.

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06 / SoundMusic

How does sound change the same image?

I compose by mixing and looping samples. These tracks, along with the music I made for Tritap, are my experiments with rhythm and atmosphere.

View details

04 / Contact

Let’s make
something move.

LinkedIn