Hi! I’m Nauzet Vaquero, a videogame developer born in Gran Canaria, Spain.
Since I was young, I’ve had a passion for videogames, a passion that I have turned into my profession over the years. My love for games led me to study interactive product design and video game programming, training myself in a field that excites me deeply.
As a professional, I consider myself a fast learner with a great ability to adapt to changes. I love refining details and ensuring that every task I work on is perfectly polished, working hard even under high pressure. I constantly stay informed about the latest industry trends and continuously learn new skills that allow me to grow in the field of application and video game development.
Game Engines
Programming
A brief overview of my studies and work experience in the industry and as a developer.
I completed a course in 2D Video Game Design at Deusto Formación, which introduced me to the world of game design and development.
Using GameMaker, I learned the fundamentals of creating 2D games, gaining essential skills in game mechanics, level design, and general game development principles.
During my studies in Interactive Product Design at U-tad, I acquired extensive knowledge in designing and developing digital experiences, with a strong focus on programming and game development in Unity.
This program allowed me to master advanced techniques in 3D modeling, user-product interaction, and scripting in C#.
Additionally, U-tad provided me with access to an innovative educational environment connected to the industry, where I attended masterclasses and was taught by real industry experts, facilitating my professional development.
This master of Videogame Programming at The Core School allowed me to keep growing my expertise in game development, with a primary focus on programming in C++ for Unreal Engine 4.
While the program included a brief segment on development in Unity, its main emphasis was on mastering C++ for creating games with Unreal, learning aspects like AI (State machines, flock behaviour, navmesh…), UI, gameplay, level design and more.
For my final project, I developed a demo for a party game featuring multiplayer connectivity, showcasing my skills in C++ and Unreal Engine 4.
My job here as a Product Owner was to oversee and enhance the monetization of a group of apps, primarily video games, by analyzing and fostering growth through design, in-app purchases, subscription plans, and advertising.
During my time here, I gained valuable insights into monetization strategies and trends, particularly focused on Android and iOS launches, and predominantly within the video game sector. Although I was not directly involved in development, I also learned how to implement various types of ads (such as banners, native ads, interstitials, or ad-rewards) and the use of platforms like AdSense or AdMob.
MSi Simulation, part of Motor & Sport Institute, specializes in developing immersive simulations and educational games focused on automotive themes. During my tenure as a freelance developer for MSi Simulation, I contributed to their game “Poky Drivers”.
My responsibilities included debugging, refining mechanics, and producing Android and iOS builds. This experience enriched my skills in game development and project management within the automotive simulation sector.
Bullwaresoft is a small game development studio where I worked alongside two other team members. As the main developer, I was responsible for developing the game “Hack and Slime” in Unity, which originally used Construct as its game engine.
This required a complete redevelopment of the game, reusing only the original art and some design elements. During this process, I expanded my knowledge and skills, particularly in UI/UX design, enemy AI programming, skill systems, inventory and statistics management, and overall game feel.
This experience was pivotal in my growth as a developer, allowing me to learn new concepts and refine my existing expertise. Sadly we could not keep up with the development, but all the knowledge adquired in the process was truly worth it.
A showcase of some of the projects I’ve worked on
Loco Road is an arcade-style racing game inspired by Mario Kart, with a unique battle royale twist. Developed as a team project for my final university assignment, the objective is to be the last driver standing, as players are eliminated each lap if they are in the last position.
I designed and programmed the driving mechanics and physics to ensure a smooth, responsive experience. Additionally, I developed part of the AI that controls the opponents, making them challenging and unpredictable.
The game features various weapons for added destruction, enhancing the chaotic and competitive atmosphere. Our focus was on creating engaging gameplay with strategic depth, combined with fast-paced action and vibrant visuals.
Hack and Slime is a side-scrolling ARPG inspired by Diablo, featuring a pixel art style and a lighthearted theme. Despite its playful appearance, the game offers deep systems for levels, skills, stats, and equipment.
As main developer of BullwareSoft, I was responsible for porting the game from Construct to Unity. This involved rewriting all the code from scratch, as well as redoing the animations, UI, UX, AI for the enemies and save system, among other tasks.
My focus was on maintaining the game’s charm while enhancing its technical foundation, ensuring smooth gameplay and an engaging player experience, like adding a new character with a completely different gameplay style (the Mage).
This project showcases my ability to handle comprehensive development tasks and transition between different game development platforms.
Defend the Mothership is a cooperative bullet hell game designed with a focus on unique player roles and immersive aesthetics. My goal was to create a game where two players must work together, each with distinct roles: one controlling the mothership and the other piloting a shield ship.
This design choice emphasizes teamwork and strategic coordination. Throughout development, I prioritized the game’s visual style and game feel, ensuring that the aesthetic elements complemented the intense, fast-paced gameplay. The inclusion of power-ups and quick respawns keeps the action dynamic and engaging, offering players a continuously thrilling experience.
Neon Spark is a skill-based puzzle game developed with innovative level design and gyroscope integration. I focused on simple mechanics to create progressively challenging and immersive puzzles.
By incorporating the gyroscope, I added an interactive layer, allowing players to tilt their devices to solve puzzles and navigate obstacles.
The result is a dynamic experience that combines simplicity with technical creativity, showcasing my ability to balance design and programming in an intuitive and captivating game.
Poky Drivers is a smartphone game designed to teach children traffic safety rules through various scenarios and minigames.
Players learn to cross pedestrian crossings safely, wait for green lights, wear helmets, and ride bicycles correctly.
Hired as a freelance developer for MSi Simulation, I was responsible for fixing critical bugs, adapting certain minigames and mechanics, and creating builds for both iOS and Android.
The game features a simple and colorful aesthetic, making it engaging and accessible for young players.
Feel free to reach out for further information!