Jorge Fernández Sánchez

Coding dreams into software.

About Me

Software Developer with 5 years of experience building scalable applications and interactive experiences across platforms. Proficient in C#, .NET and Unity. Master's Degree in Teacher Training, especially interested in skills development and cross-curricular learning, as well as the employability of Vocational Training students.

Solid foundation in software architecture, back-end logic, and development workflows, with real-world experience delivering production-ready software through the successful commercial release of two projects and the current maintenance of one more.

Adept at working in agile teams within the Azure Dev Ops environment, managing complex codebases, integrating SQL databases, and using Git for source control. Passionate about clean code, intuitive UX, and continuous learning across technologies and tools.

On this site, you’ll find some of the projects I’ve worked on. If you have any questions or just want to get to know me better, feel free to reach out!

COMMERCIAL PROJECTS

NDA

I was part of the development team for a game focused on monster collection, progression, and fast-paced urban battles. Over the course of two years, I contributed to core gameplay systems, combat mechanics, and minigame integration in destructible environments.

Due to a non-disclosure agreement, I can’t share specific details about the project. However, this experience was a major milestone in my professional growth. It allowed me to work alongside a talented, multidisciplinary team and strengthened my skills in game logic, cross-platform coordination, and delivering consistent user experiences in short, engaging play sessions.

Working on this title helped me understand the importance of scalability, performance, and player-centric design in large, evolving codebases.

THE KNIGHT WITCH

The Knight Witch is a metroidvania adventure game with fast-paced, shoot ‘em up combat set in a beautifully hand-drawn world. Cast devastating card-based spells, forge close bonds, and make moral choices all in your quest to save your home and discover who’s behind the War Golem invasion.

This was the first full professional project I was involved in from start to finish, which makes it especially meaningful to me. I had the opportunity to contribute throughout the entire development cycle, from early concept discussions and initial prototypes to the launch and post-release support.

Being part of Rayne’s journey and helping bring her story to life as she set out to save Dungeonidas (or at least tried to) was not only creatively fulfilling, but also a key milestone in my growth as a developer. It was during this project that I truly experienced what it means to build a game collaboratively: adapting to shifting requirements, balancing narrative with gameplay, and iterating based on feedback.

It taught me the value of ownership, teamwork, and long-term vision in building meaningful player experiences.

PERSONAL PROJECTS

COUNTRY QUIZZ

Country Quizz is a full-stack web application that challenges users to identify countries based on their flags through multiple-choice questions. Built with Angular and ASP.NET Core, and enriched by data from the public REST Countries API, it offers a clean, responsive interface and a lightweight gameplay loop that runs entirely in the browser.

This was a personal project created to showcase my skills across the entire .NET and Angular stack. I developed both the frontend and backend independently, designing a scalable architecture with integration in mind. While hosting a SQL Server database was outside the budget for this project, I ensured full database compatibility through Entity Framework Core and opted for browser-based local storage as a fallback for persistence in production.

Being able to deploy the backend for free using Render, and serve the Angular app through my own website allowed me to deliver a fully functional product accessible to anyone.

This project has taught me valuable lessons about designing maintainable APIs, handling CORS and hosting challenges, and crafting polished user experiences. You can start playing by clicking the adjacent image.

STRAY

Stray is a 3D platformer that explores childhood trauma through immersive mechanics. The player embodies a boy coping with abuse, navigating obstacles by managing his courage -represented by his ability to endure darkness- while dynamically shifting between day and night to alter the environment.

Born from a game jam under the theme “day and night”, the project aimed to expand on our previous work by integrating narrative-driven puzzle design and dual-perspective gameplay. We later enhanced the prototype with original assets and royalty-free music to showcase at the Oculus Audiovisual Festival, where it earned 2nd place for Best Video Game.

UKHUPACHA EXPERIENCE

This 2D mobile game, inspired by Lemmings, was developed in Unity using a tile-based system as part of a collaboration with the Ukhupacha Project, an initiative focused on scientific exploration in remote and inaccessible areas through climbing, caving, and diving. The project also involved affiliated brands such as Petzl, a leading manufacturer of mountain and vertical sports equipment.

The objective was to create accessible and intuitive mechanics that reflected the real-life challenges faced by Ukhupacha’s explorers, using game dynamics to raise awareness and engagement through a serious game framework.

This collaboration offered a rewarding first experience working alongside real stakeholders in the world of video games. It also deepened my interest in serious games, complementing my earlier work on Liesure and reinforcing my ability to adapt gameplay to meaningful, real-world contexts.

ACADEMIC WORK

OCEANS OF REFLECTION

Oceans of Reflection is a video game that explores introspective and emotional narratives through interactive mechanics and immersive environments. Rather than following a linear storyline, the game invites each player to build a unique experience in collaboration with the developers -an approach inspired by the concept of alterbiography, where the narrative emerges from the player’s personal interpretation and emotional engagement.

Developed in Unity, the project focused on designing diegetic mechanics that allow players to construct a safe, personalized space shaped by their own experiences. These mechanics act as a reflective surface, like a mirror, where the player becomes the missing piece that gives meaning to the environment. From both a design and technical perspective, the challenge was to create systems capable of adapting to different emotional journeys while maintaining cohesion, flow, and immersion.

This project deepened my interest in meaningful play and user-centered design, pushing the boundaries of how interactivity can support personal expression in games.

GEOMETRY

Geometry is a gameplay prototype developed as part of an academic project focused on Artificial Intelligence. The objective was to implement core AI techniques, such as pathfinding, steering behaviors, and finite state machines, without relying on Unity’s built-in NavMesh system.

To meet this challenge, we designed and optimized our own A* algorithm using heap-based data structures and multi-threading to improve performance. We integrated steering behaviors like seek and wall avoidance, dynamically adjusting path weights to produce more natural NPC movement.

The second level introduced a more intense and immersive experience by incorporating real-time lighting and shader effects, simulating darkness and shadow casting through custom Raycast calculations. NPC behavior was structured using a finite-state machine with six distinct states: patrol, alert, chase, marker destruction, site recovery, and secure exit, allowing for reactive, believable enemy logic.

This project strengthened my understanding of AI programming and performance optimization, while also reinforcing my ability to develop efficient custom systems under technical constraints.

UNDERTOW

Undertow is a third-person isometric game set in a large, dynamic map designed for high replayability. As part of the shooter/zombie genre, the game features multiple zombie spawn points, an electricity and upgrade system, and unlockable fenced areas accessible through in-game progression.

The AI behavior was implemented using Unity’s NavMesh, and the environment was built using a combination of custom 3D models and Unity’s Terrain system. We applied pre-baked lightmaps and integrated Level of Detail (LOD) models to optimize performance and visual fidelity.

One of the most distinctive aspects of the project was the use of Motion Capture technology, provided by Universitat Jaume I. I personally served as the MoCap actor, and the captured animations were processed and implemented into the game, adding realism and character to the player and enemies.

This project gave me hands-on experience in MoCap integration, game optimization, and AI-based level design in Unity.

LIESURE

Liesure was developed as a multidisciplinary project that brought together all the knowledge acquired during the semester -narrative design, visual development, production planning, and agile teamwork using Scrum.

The project was created in collaboration with the Museum of Contemporary Art of Castellón (MACVAC) under the theme Leisure Spaces. Our team chose to explore the hidden labor behind tourism and entertainment, reflecting on the contrast between leisure and work. The narrative follows a resort employee on the Costa Blanca, revealing stories of labor exploitation, mass tourism, and workers’ demands beneath the surface of an idyllic vacation setting.

The title, Liesure, plays on the duality between lie and leisure, emphasizing the disconnect between perceived relaxation and the reality behind it.

This experience deepened my understanding of socially conscious game design and reinforced my ability to lead the development of complex systems within a collaborative, creative framework.

Contact Me

I typically reply to all email inquiries within 24 hours.

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