
Moonlighter 2: The Endless Vault
Technical artist on the sequel to Moonlighter, from pre-production to release. I worked on shaders and shading, procedural content generation, optimization and porting, bridging art and code.
Technical Artist · Valencia, Spain
Senior Technical Artist at Digital Sun Games, where I've worked on Moonlighter, Moonlighter 2 and Cataclismo. Before that I did engine work for Fable at d3t (Keywords Studios). I like technical work with room for creativity: graphics, tools, animation and optimization.
Lately I've been working with AI coding agents like Claude Code and Codex, and teaching artists to use them in Unreal (through MCP) and Unity (through the CLI).
Games I've worked on at Digital Sun Games and d3t.

Technical artist on the sequel to Moonlighter, from pre-production to release. I worked on shaders and shading, procedural content generation, optimization and porting, bridging art and code.

Helped optimize the studio's real-time strategy and castle-building game.
View on Steam →
Programmer on the mobile version of Moonlighter, bringing the action RPG and shopkeeping game to phones.

Engine work for Playground Games' new Fable: engine features and animation tools.
View on Steam →2021 — Present
Valencia, Spain
Technical artist on Moonlighter 2: The Endless Vault and unannounced Unreal Engine projects. Also helped optimize Cataclismo.
2020 — 2021
Jul 2019 — Mar 2020
Runcorn, UK
Engine work for the new Fable, alongside Playground Games. I added engine features and improved tools so artists could create assets faster.
2019
Creators of Battalion 1944, The Turing Test and Wardogs
Animation integration in Unreal Engine 4 and IK solvers for an upcoming title.
2018 — 2019
Sheffield Hallam University
2015 — 2018
ESAT, Valencia
Six projects from my studies, including Fuel Renegades on Steam and my own C++/OpenGL engine.
Languages: Spanish (native) · English (professional)
Want to talk about a project, a role, or just games? Send me a message.