Pink Ball
/ 2018

Pink Ball
/ 2018

Pink Ball
/ 2018

lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales


lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales

lamardesencillas
camisetas espeZiales
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/ 2018

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/ 2018

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/ 2018

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/ 2018

Pink Ball
/ 2018

Pink Ball
/ 2018

Pink Ball
/ 2018

Pink Ball
/ 2018

Pink Ball
/ 2018

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/ 2018

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/ 2018

animatics
Doctor Dimentional Pants.
Exercise at VFS (Vancouver Film School)
/ 2017
animatics
Doctor Dimentional Pants.
Exercise at VFS (Vancouver Film School)
/ 2017
animatics
Doctor Dimentional Pants.
Exercise at VFS (Vancouver Film School)
/ 2017
Arquedinos
/ 2018
Arquedinos
/ 2018
Jengibre
Ginger Illustration / 2020
Jengibre
Ginger Illustration / 2020
Jengibre
Ginger Illustration / 2020
Design | Creative
Technologist
Portfolio
case study 02: Uninvited
01. Game Systems & Core Dynamic
02. Visual & Thematic Identity
03. Playtesting & Probability Balancing
04. Card Production & Pre-Press Pipeline
05. UX of Physical Play (Card Legibility)
06. Rulebook Scaffolding & Expansion
case study 01: Terrakawa
01. System Overview & Core Loop
02. Visual Evolution
03. Usability & Playtesting
04. In-App Spatial Tooling
05. Dual-Channel Accessibility
06. Scaffolding & Worldbuilding
Terrakawa
Native iOS Logic Game • Solo Creator & Prototyper
A tactile puzzle game where you stamp colors onto a ceramic grid to match a target pattern before running out of moves.
How it works: Solved in a single move, placing the 3×3 tile motif projects it across the 7×7 board as an infinite repeating pattern. Colors blend logically on contact: blank tiles take the applied pigment, matching colors stay the same, primary mixes create secondaries (orange, green, purple), and deeper cross-mixes turn charcoal.
Frictionless Interaction: A two-tap gesture sequence eliminates placement anxiety—the first tap projects a real-time bounding box preview, and the second commits the stamp with reactive haptic feedback.
How it was built: Prototyped natively in Swift (Xcode / SwiftUI) using an iterative AI-assisted workflow to balance mathematical state logic, build live calibration tools, and profile performance at 60 FPS on physical devices.
WIP - Interface Improvement: Refining the 3×3 placement preview outline shader to establish high-contrast visibility against both dark and light tiles without obscuring underlying pigment patterns or adding visual noise.
From Flat Vectors to Tactile Skeuomorphism
Early prototypes relied on flat digital shapes, which made the game feel like an abstract math puzzle. Shifting to physical materials—carved clay, glossy glazes, and physical stamps—gave the interface clear weight and natural affordances.
WIP - Next Visual Passes:
Progress Trackers: Replacing the flat vector blue line with an embossed, clay-carved groove.
Reward System: Redesigning the vector stars into stamped ceramic relief seals.
Level Progression: Further harmonizing background depth layers with foreground tactile tiles.



Usability Engineering & Playtesting
Iterating through real cognitive friction to make abstract logic intuitive
Target Inspection UX
Problem: The 7×7 target thumbnail was too small to track intricate color goals comfortably.
Fix: Tapping the target expands it into a high-visibility modal while locking tool interactions to prevent misclicks.
Explicit Tool States & Affordances
Problem: In early levels, players assumed preloaded stamps required manual painting before use, leading to cognitive friction around editable vs. locked states.
Fix: Introduced dynamic state affordances that communicate tool readiness through both typography and tactile components: contextual state labels (READY TO STAMP vs. FILL THE STAMP) clarify whether the player is in execution mode or editing mode, while the carved droplet wells automatically transition from active (glossy, filled color) to inactive (empty ceramic depressions) whenever the active stamp buffer is locked, preventing illegal input attempts before they happen.
WIP - Progressive UI Disclosure (Decluttering)
Goal: Once players internalize the interaction model, explicit labels like TARGET and READY TO STAMP become visual noise that breaks tactile immersion.
Fix: Implementing automatic UI scaffolding fade-out after early onboarding. As text labels disappear, state feedback relies purely on the physical language of the interface—such as active pigment wells and dynamic stamp bounding boxes—restoring a clean, tactile ceramic surface.
Dual-Channel Accessibility:
Geometric Color Encoding
Accessibility vs. Regional Aesthetics (WIP)
The core puzzle mechanics rely heavily on additive color theory, which risks excluding colorblind players. The visual system is being architected to solve this through an optional accessibility layer without compromising worldbuilding:
Standard Mode (Regional Patterns): In the default experience, tile patterns are decorative and change across geographic regions (e.g., Japanese, Chinese, and Slavic ceramics) to enrich cultural visual identity and variety.
Colorblind Mode (Functional Glyphs): Toggling accessibility mode replaces decorative motifs with an elegant, standardized glyph system.
Additive Pattern Compositing (In Development):
In accessibility mode, overlapping primary tiles composite their geometric vectors in real time (e.g., Star Base + Crescents + Corner Glyphs = Fully Saturated Composite Tile). This guarantees mathematical readability across all levels without flattening the global aesthetic.




Cognitive Scaffolding & Onboarding
Because additive matrix mechanics require a non-standard mental model, players needed low-friction onboarding without being overwhelmed by tutorials.
Interactive Primer: Step-by-step introduction to primary, secondary, and charcoal saturation rules before playing.
On-Demand Color Guide: A persistent quick-reference sheet accessible at any point during gameplay to verify pigment arithmetic.
Guided First Steps: Early levels feature automated replay prompts for color-mixing basics until mastery is achieved.
Worldbuilding & Tactile Reward Architecture
Regional Progression: Level hubs are designed as carved ceramic tablets with custom, traditional-style glazed blue-and-white tiles representing global cultures.
Tangible Feedback Loops: Completing mosaics unlocks ceramic stamp cards and embossed glazed stars, reinforcing the physical weight of victory.
Roadmap (Next Visual Passes): Refining map path routes from flat vector lines into tactile clay grooves, and standardizing star reliefs across all menus.



Custom In-App Calibration & Spatial Tooling
Building Internal Dev Tools for Tactile Precision
To achieve realistic skeuomorphic depth—such as cast shadows, ambient light occlusions, and precise alignment of drops and buttons within carved clay recesses—hardcoding values or relying on static Figma mocks caused slow iteration loops.
In-Engine Debug Overlays: Programmed custom calibration tools ("God Panel") natively in Swift with dynamic grid overlays and real-time sliders (X,Y,Scale).
Live Spatial Tuning: Adjusted asset placement, shadow offsets, and tactile recesses directly on physical iOS devices at runtime.
Zero Overhead: These calibration modules are compiled conditionally and stripped from production builds, serving purely as internal rapid-prototyping infrastructure.
AI-Assisted Prototyping & Key Takeaways
Building natively in Swift allowed rapid testing of tactile interactions directly on physical devices:
State-Driven Architecture: Decoupled the 7×7 matrix state and 3×3 buffer math from SwiftUI view rendering to guarantee responsive 60 FPS feedback.
Iterative AI Scripting: Leveraged AI to generate edge-case matrix bounding logic and move validation algorithms, speeding up the implementation cycle.
Tactile Over Digital: Prototyping confirmed that skeuomorphic weight, physical glazes, and haptic feedback dramatically lower the perceived difficulty of complex algebraic mechanics.
