Gris – Nómada

Narrative Designer for Conrad’s Roset upcoming title, Gris.


xoEl – Greyman Studios

3D puzzle game by Greyman Studios.

xoEl is an indie puzzle video game with a really simple gameplay: just roll the box and step into special cells to change the colour of the sides so you can clear the platforms by getting through the exit holes.


I was a Gameplay and Level Designer for xoEl. I came up with many different mechanics for the puzzles and designed 200+ platforms taking good care of the player’s learning curve. Although I did not participate of the game’s latest stages before release, I did set up most of its puzzle solving methods, which ultimately shaped the game flow and user experience.



Here are some of the levels I helped design:

You can download xoEl for Android and iOS, as well as a free PC demo on and IndieDB.

Incoming release on Steam.


3D aventure game prototype by David Cabrera in collaboration with Greyman Studios.

Eject:Play is a videogame project by David Cabrera and Greyman Studios. My main role was to adapt Cabrera’s original concept to a videogame narrative format. I wrote the Game Design Document, including mechanics, how they would be laid out on the controller, user experience, quest design, script and game flow.

Quest layout over level design
Controller layout
Color key by David Cabrera


A game developed in 72 hours for Granada Gaming’s Game Jam. Awarded Best Game of the Jam.

The game jam theme was “ghosts”. We made an attempt to set ourselves appart by developing an alternate interpretation. Thus, we came up with the concept for “Aceptar”: a game in which mechanics convey the different stages of grief through procedural rhetoric. For example, in the Denial room, the player had to stop denying that it still had a physical body and go through the walls; everything in the anger room shattered at the touch of the player, and the only way to go to the next room is by staying still for a few seconds, thus renouncing to anger.

Depression room
Anger room
Denial room

Breaded Brothers

Noir visual novel developed in 48 hours for a game jam with the theme “croquettes”.
Breaded Brothers was developed in 48 hours for a Game Jam hosted by Granada Jam. The theme was “croquettes”, so we came up with a noir visual novel set in a world of fried food. I was the main designer for this game, wrote the entire script, drew the concept art for most of the characters and settings and helped with 2D art for props and character expression sheets. I also put together bios for every characters to provide back story. You can play the game for free on; an English translation is not yet available, but it’s coming up. Here are my contributions to the project:

Concept art
Character sprite sheets with different facial expressions


Character bios