I'm Daniel Marquez Rubio, a passionate Game Developer with a strong interest in AI and Multiplayer systems. Whether it's gameplay, tools, or backend logic— I love tackling any challenge that helps bring a game to life.
3D Platformer
Exchange Finland Project 2024
Christmas Game
Twinstick Shooter
Night Racer
Mobile Game
VR Project
SHMUP
The First Voyager is a 3D third-person platformer set in space, developed in Unreal Engine 5 using C++ and Blueprints. It's a game me and a couple have friends have been working on for the past couple of months.
Programmed Enemy AI and created the main boss fight.
Designed and implemented multiple special effects, including:
Explosion, Jetpack Flame, Falling Rocks
Hit, Hurt & Enemy Hurt effects
Heal, Magnetic Pull, Crystal Spikes, and Wind Dash
All systems were developed with a strong focus on visual feedback and player experience.
Haunt. Hunt. Evolve. Step into the role of a restless spirit on a mission to become the most feared ghost in existence. In Soul Stealer, you’ll sneak, scare, and outsmart waves of increasingly determined humans trying to banish you for good. Each round grows harder — but so do you. Choose powerful upgrades after every wave to enhance your ghostly powers, from terrifying speed to spectral tricks that turn the tide in your favor. Strategy and timing are key if you want to survive... and dominate. Play instantly on itch.io, right in your browser. No downloads. Just pure, haunting action.
I was responsible for designing and implementing the AI systems for all character types. I also developed the logic for character behavior randomization, ensuring each encounter felt dynamic and unique.
I Love to hear from you,
whatever it is we can have a chat about it.
3D Platformer
Exchange Finland Project 2024
The First Voyager is a 3D third-person platformer set in space, developed in Unreal Engine 5 using C++ and Blueprints. It's a game me and a couple have friends have been working on for the past couple of months.
Programmed Enemy AI and created the main boss fight.
Designed and implemented multiple special effects, including:
Explosion, Jetpack Flame, Falling Rocks
Hit, Hurt & Enemy Hurt effects
Heal, Magnetic Pull, Crystal Spikes, and Wind Dash
All systems were developed with a strong focus on visual feedback and player experience.
Haunt. Hunt. Evolve. Step into the role of a restless spirit on a mission to become the most feared ghost in existence. In Soul Stealer, you’ll sneak, scare, and outsmart waves of increasingly determined humans trying to banish you for good. Each round grows harder — but so do you. Choose powerful upgrades after every wave to enhance your ghostly powers, from terrifying speed to spectral tricks that turn the tide in your favor. Strategy and timing are key if you want to survive... and dominate. Play instantly on itch.io, right in your browser. No downloads. Just pure, haunting action.
I was responsible for designing and implementing the AI systems for all character types. I also developed the logic for character behavior randomization, ensuring each encounter felt dynamic and unique.
Get ready to immerse yourself in the excitement of a festive Christmas game! Assume the role of Santa Claus and participate in a lively competition against other players, equipped with an array of unique weapons . The challenge is on to see who can be crowned the ultimate Kris Kringle. It's a cheerful clash of Santas, and the victory awaits the jolliest participant. Who the winner will be is up to you to decide!
I was responsible for designing and implementing the entire multiplayer system, enabling players to seamlessly see and interact with each other in real-time. I also developed splitscreen functionality, allowing players to engage in competitive shooting gameplay within the same session. In addition, I optimized core game systems to enhance overall performance and ensure smooth gameplay. To support collaborative development, I managed version control with Git, overseeing branching, merging, and team code integration.
Robo Recall is an electrifying game set in an abandoned locale where you, as a robotic hero, must restore order and defeat hordes of enemies! Get ready for a thrilling adventure as you navigate through the remnants of this once-bustling place, fixing everything in your path while taking on relentless foes. It's an adrenaline-pumping experience of restoration, redemption, and robot mayhem that will leave you on the edge of your seat! Get ready to dive into the excitement of Robo Recall, where every repair is a triumph and every enemy vanquished is a victory!
I was responsible for designing and implementing the entire control system for the Robot, allowing players to navigate fluidly through the game world. To bring combat to life, I programmed intense battles against a variety of creatures, making each encounter feel dynamic and engaging. I also built the input system from the ground up, ensuring both keyboard and controller support for responsive and intuitive control. To complement the gameplay, I developed the core shooting mechanics, enabling players to actively engage in room-based combat. Alongside these systems, I worked on optimizing performance across the project and handled version control, branching, and merging to streamline collaboration within the team.
Get ready for an adrenaline-fueled race through the mysterious depths of the earth! Picture this: you, a daring dwarf, hurtling through caves, zipping past underground villages, and navigating treacherous spider dens—all from the comfort of your lightning-fast minecart. The goal? Simple yet heart-pounding—reach the finish line in record time! But hold on tight, because this is no ordinary race.
🛤️ Minecart System
Fully implemented the minecart system, including core functionality and player controls.
Designed and developed responsive input and smooth drifting mechanics.
Fine-tuned the entire system for an optimized gameplay experience.
📑 Managed version control via Git with proper branching and collaboration practices.
Introducing the electrifying Marble Puzzler – a game that'll have you on the edge of your seat! Get ready to embark on a thrilling adventure where every twist and turn is controlled right from your phone. What makes this experience even more incredible? I did make this project for the phone! Why? Because I love challenges, and I thrive on creating new, innovative stuff. Even though I didn't initially know much about phone development, that didn't stop me from bringing this vision to life. How fast can you conquer the Marble Puzzler? The challenge awaits! 🚀🎮
📱 Mobile Game System
Developed intuitive touchscreen controls with gesture-based navigation.
Implemented smooth movement mechanics and a point-based pickup system.
🎮 Built the core gameplay loop for exploration and interaction.
🎨 Designed the full game level with layout, obstacles, and visual style.
This project was developed in collaboration with the Anne Frank Foundation and a multidisciplinary team of 7 students. Game developers and art students worked together to bring this experience to life — from designing the interactive environment to creating all the visual assets. Our goal was to make World War II history more engaging and accessible by allowing players to have a meaningful, interactive conversation with Anne Frank herself, learning about her experiences during one of the darkest periods in history.
During this project, I collaborated with Milan to develop both the Talking System 🔊 and the Questions System ❔.
We worked closely together on the design and implementation of both features.
In Nautilus, a visually stunning blend of 3D with a 2D view, players pilot a high-tech submarine through ocean depths, battling epic creatures. A trailing jellyfish delivers an electrifying shock on impact, temporarily slowing the player. This project stands out as a creative peak, combining technical excellence with sheer enjoyment.
Implemented a full submarine control system for smooth underwater navigation, developed engaging shooting mechanics for underwater combat, and programmed intelligent AI squids as dynamic opponents. Additionally, optimized core game systems to improve performance and led branching, merging, and cross-disciplinary code collaboration.