I'm a Game Designer, deeply in love with creating worlds and their cultures. In games, I aim to immerse players in the narrative through their actions.
I have experience working in C#, Unity and blueprinting in Unreal Engine. As well as in modeling and texturing.
Bïrdy.exe


ABOUT THE PROJECT
Bïrdy.exe is an immersive experience in an old Windows 97 that has a conscious virus. The goal is to try to delete it while it messes with you. We developed the game in 72 hours.
The player will have to move their mouse trying to avoid the virus, while performing other tasks. Like writing passwords or closing pop ups.
🏆Winners of the Unwrap Jam 2024 - itch.io by the Jury and second place for the participants award!
WHAT I DID
For this game I was in charge of all the design. I also led and coordinated all the team members. I used the rest of my time to receive feedback from people playing it. Which proved to be enormously beneficial.
TEAM
Programmers: Alejandro Roca.
Artists: Feliks Milczarek, Lorenzo Campi, Ruta Katkevica, March Gutman.
Designer and Producer: Pablo Mata Gámez.
DESIGN KEY POINTS
Scope
My main goal when we started the Unwrap Game Jam was to make a very small game that was well polished. As over scooping and prioritizing too much content over polish was my main error in previous projects.
The main mechanic is linked to the mandatory theme of the game jam: Keep Moving. As soon as you start the game, you always have to move your mouse avoiding small viruses. From that we focused on tasks that would make moving mouse interesting or challenging.
In my opinion the game has a nice potential and a cheap development. I left some ideas behind to focus on a small game. Like having to put files in the trash, answering the virus by windows text logs, and being tricked more by the virus.
The Virus and its tricks
I wanted to trick the player. Well I wanted the virus to do it. I wanted the game to be a fight between two conscious entities. And make the player feel that the virus is as clever as them.

I would have loved to play more with player expectations. By for example, moving the icons to close windows when the mouse get close to it, so they have to corner them; or some windows that had to be moved instead of closed, because the only button they have is "Accept Virus".
Feedback from players
For me this is what brought the game to a really polished and improved result. We decreased the difficulty, added player feedback to the damage and extra guidance to understand what was happening.
This project made me understand how essential it is to get player feedback as soon as you have a playable game loop.
