GAME DEVELOPER

SPECIALIZED IN
GAMEPLAY & TOOLS

Building solid Unity systems and interactive experiences since 2020

MY NAME IS
HUGO VALLADOLID,
GAMEPLAY & TOOLS ENGINEER.

Passionate about creating interactive experiences that push the boundaries of traditional game design.

Hugo Valladolid - Gameplay & Tools Engineer
Hugo Valladolid Logo

Specialized in game mechanics and systems. Since 2020, I have worked on different video games and tools in both Unreal Engine and Unity, some of them launched on platforms like Steam and consoles.

My focus is on creating engaging experiences that not only entertain but also challenge players to think differently about how they interact with digital worlds.

Interested in my work?

Logo Quick Facts

Years of Experience 5+
Projects Completed 10+
Main Engine Unity / Unreal
Specialty Gameplay & Tools Engineering

Game Design

  • Mechanics and gameplay design
  • Level design and dialogue systems
  • Menu design and implementation
  • Game balance & progression
  • UX/UI Design
  • Combat systems
  • Rapid prototyping

Technical Tools

  • Unity 3D / Unreal Engine 4 & 5
  • C# / Blueprints
  • Git / Perforce
  • Figma / Adobe Creative Suite
  • Detailed technical documentation
  • Agile methodologies

FEATURED
UNITY ASSETS

Tools and systems I've developed to help the game dev community create amazing experiences faster.

CHECK OUT
MY PORTFOLIO

Interested in knowing more about my profile and experience?
Take a look at my portfolio!

Mutant Wastelands

Mutant Wastelands is a post-apocalyptic action roguelite with procedural maps, unique mutant abilities, and challenging combat.

Problem Solved & Metrics: I developed a scalable procedural generation system capable of creating distinct layouts dynamically, reducing manual level design time by 80%.

Unity Procedural Generation Systems Engineering
View complete project →
DIG Multiplayer Mining Game Screenshot

DIG (Prototype)

Multiplayer mining game for up to 4 players featuring procedurally generated levels and networking.

Problem Solved & Metrics: Implemented a performant marching cubes voxel algorithm for real-time terrain destruction, maintaining 60 FPS across multiplayer sessions while synchronizing voxel states.

Unity Multiplayer Marching Cubes
View complete project →

LET'S TALK?

I'm always open to new projects and collaborations. If you have an interesting idea, I'd love to hear it!