Luzia: Rainbow in the Dark is an arcade, musical runner based in the work of the multidisciplinary artist Okuda San Miguel. I was contacted to help in the final stretch before Gamescom 2024, where the demo was first showcased. My job mainly consisted in tweaking the existing level, rework the pacing, setting up railed cameras, and overall reorganize the obstacles and objectives to make them engaging to avoid and collect.
I was professor of Level Design at the Universitat Politécnica de Catalunya, where I gave class to 20+ final year students. I was in charge of creating and preparing the syllabus, in which we covered the very basics of Level Design theory and developed practical applications in different videogames genres (puzzle, platforming, open-world, acton adventure…). I was also responsible of teaching Unreal Engine 5, for it was the engine required for the final practice.
CITM - Bachelor's degree in Video Game Design and DevelopmentAs the principal level designer, my duties ranged from layout building, gameplay scripting, polish/finetunning to bug-fixing, all of this while working closely with the writers, the game directors and leads of every department.
Ereban: Shadow Legacy on Steam
Hi there! I'm Fernando.
I wholeheartedly believe in the power of level design to tell stories and evoke emotions. Having
grown up with the values of co-operation and teamwork, I love helping to bring game visions to
life and creating memorable experiences through the medium of level design.
I'm always looking for ways to become a better professional. What I don’t know yet, I
try to learn it by talking to people, studying and experimenting. I value creative environments
comitted with meaningful and passionate work.
Thank you for checking out my portfolio!
Current location: Barcelona, Spain (open to relocate)
For this year's #blocktober, I’ll be sharing blockouts and behind the scenes content from the levels I designed in Ereban: Shadow Legacy!
— Fer Barroso (@naxinix) October 2, 2024
Starting off with Chapter 2, or “Arrival” as we would call it internally, it was the first level I got to work on. pic.twitter.com/ebgw5fVG7X
Superportal from HL2E2 continues to be one of the best landmarks I've ever seen in a game. Repeatedly appearing through the episode, it reinforces the narrative, gives spatial context to each level and even uses moments of direct exposure to create level design situations https://t.co/CRHPKq6Hzk pic.twitter.com/Sk52cEhZwd
— Fer Barroso (@naxinix) February 27, 2024