Juan Andrés Mayorca

Technical Game Designer

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Portfolio

Inside the Crow's Nest

Role: General Game Designer | Team: 24 | Duration: 9 months

Tech: Unreal Engine 5 | Blueprint Prototyping | Level Design | Documentation | Audio Design

Mostly Positive Reviews on Steam and over 45k downloads
Bilbao International Games Conference - Nominated for Best Student Game

Inside the Crow's Nest is a Fixed-Camera survival horror game inspired by PS1 era classics. You play as a Hunter trying to escape a monastery infested with cultists planning to sacrifice you.

Contributions

  • System Design: I designed Core Gameplay Systems like the Camera, Interaction, Inventory/Diary and Magic Fog Systems, working with the programming team to properly implement them by testing and iterating.
  • Level Design: I designed the Dungeons, which is the first level of the game.
  • UI Design: I owned the Inventory and Notes UI design, working together with artists and implementing changes with blueprints.
  • Audio Direction: I spearheaded communication with musicians from Berklee College of Music, to ensure the audio helps with Player Immersion.

Ahuacatl and the Chromatic Temple

Role: Game and Level Designer, Producer | Team: 8 | Duration: 48 hours (Game Jam)

Tech: Unreal Engine 5 | Blueprint Prototyping | Level Design | Project Planning

Ahuacatl and the Chromatic Temple is a 3D puzzle platformer game made for the Global Game Jam 2026 under the Theme "Mask". The player has to switch between 3 colored masks and "mask" the colored blocks in order to progress.

Contributions

  • Game Design: As the only designer on the team, I helped develop the game concept and ground it to fit the jam scale.
  • Puzzle Level Design: As the only level designer on the team, I blocked out all the levels and puzzles to test mechanics before handing it to the art team to dress them.
  • Project Planning: As the producer, I handled the production side of the team, scoping down content to fit the short duration of a game jam, and also making sure everyone on the team got what they needed when they needed it.

Loopus Loopez: Paella Defender

Role: Solo Designer | Team: 10 | Duration: 96 hours (Game Jam)

Tech: Unreal Engine 5 | Chaos Destruction | Blueprint | Documentation | Game Balancing

GMTK 2025 Game Jam - Ranked Highly over different categories, including Creativity and Enjoyment.

Loopus Loopez: Paella Defender is an action top-down bullet hell developed for the GMTK 2025 Jam. A Valencian chef wields a paella to fend off ingredients that don't belong on the dish.

Contributions

  • Game Design: I quickly defined the game pillars, enemy patterns, and upgrade loop so the team could prototype and iterate fast inside a 96-hour jam.
  • Scripting: I implemented the explosive propane barrels using Unreal Engine 5's Chaos Destruction to create satisfying visual and mechanical feedback.
  • Game Balancing: I tuned enemy spawns and ability timing to keep the pace intense without becoming unfair.

Detonation Sequence

Role: Solo Developer | Duration: 2 weeks

Tech: PuzzleScript | Game Design | Level Design | Puzzle Design

Thinky Third Tuesday - Featured on the April 2025 list.

Detonation Sequence is a Sokoban puzzle game built around explosive chain reactions and tight spatial reasoning. It is inspired by the Nintendo 64 title "Charlie Blast's Territory".

Contributions

  • Design & Scripting: I solo-built the puzzles, mechanics, and game logic in PuzzleScript to keep the project focused and polished.
  • Puzzle Design: I designed the bomb-chaining rules to create layered, multi-step solutions without making the puzzles feel arbitrary.
  • Iteration: I refined the level progression so the difficulty curve stayed readable and teachable while still feeling satisfying.

Hatef#ck

Role: Lead Programmer | Team: 3 | Duration: 48 hours (Game Jam)

Tech: Pico-8 | Lua | Systems Programming

Won third place at a local Game Jam site.

Hatef#ck is a bullet-hell game centered on the metaphor of fixing a dysfunctional relationship by collecting its positive aspects. Made for the Global Game Jam 2020 under the theme "Repair" at the BUAS (Breda University of Applied Sciences) site in Breda, the Netherlands.

Contributions

  • Programming: I built the collision, projectile-spawning, and insult-system logic in Pico-8 so the game felt responsive and readable under jam constraints.
  • Iteration: I iterated the concept quickly based on feedback from other jam participants, refining the clarity and pace of the experience.

About Me

Portrait of Juan

Hey, I'm Juan.

I'm a Game Designer with a background in System Engineering and a Higher National Diploma in Game Design. I approach game design both creatively and technically, quickly prototyping and iterating ideas to test game concepts while understanding their technical cost.

I have worked on multiple personal and academic projects across different genres, engines, and team sizes. Through these experiences I've learned how to properly scope projects and communicate clearly with multidisciplinary teams.

My hobbies include bouldering, making music and game jams. My favorite games include Paper Mario: The Thousand-Year Door, Outer Wilds, and The Witcher III. I was a semi-professional Overwatch player.

Technical Skills

Game Engines

  • Unreal Engine
  • Unity
  • Godot

Languages

  • Unreal Engine Blueprints
  • C#
  • C++
  • Python

Other Tools

  • Git
  • Perforce
  • Trello
  • Jira

let's work together

I'm always open to discussing new projects, creative ideas, or opportunities to be part of your team.

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