Skip to content

Portfolio

Eric Carrascosa

Video game and interactive application developer

About me

The Origin

They say the first flame is lit in childhood. This one has never gone out.

I've been playing video games since I was 4 and I've never stopped.

My first game was Pokémon, and the ones that have marked me the most are The Last of Us, Elden Ring and, of course, Pokémon.

The Decision

What was once a refuge became a path.

What started as a passion became a calling: I decided to join the industry.

That's why I'm studying the Bachelor's Degree in Multimedia, Applications and Video Games at UVic-UCC, where I've found that making games excites me as much as playing them.

The Path

Two different forges, one craft: bringing to life what moves.

I develop in Unity and Unreal Engine 5, and what I enjoy the most is gameplay programming.

I've also worked on virtual reality with Meta Quest 3.

What I'm Looking For

Sooner or later, every traveler seeks a banner under which to keep growing.

I want to join a studio as a game developer and keep growing in gameplay programming.

Character sheet

A whole life spent with a controller in hand. Now learning to forge them.

Name
Eric Carrascosa
Class
Game Developer
Level
17 (years playing)
Attributes
C#62 / 99
C++45 / 99
Blueprint50 / 99
Unity68 / 99
Unreal Engine 558 / 99
VR/XR48 / 99

Projects

VRProtein

A virtual reality app for Meta Quest 3 that lets you view, manipulate and analyze proteins in 3D at giant scale, as if you were inside them.

Why VR

On a screen, a molecule is a flat drawing that's hard to interpret. With a VR headset you can walk around it, grab it, make it bigger and see how its parts fit together. That's key to understanding how a drug binds to a protein.

What it can do

  • Molecular representations

    Several ways to draw the same protein, so you can focus on whatever interests you at each moment.

  • Distance measurement

    Measure the distance between two atoms with your hands.

  • Morphs and animations

    Proteins change shape to do their job. With morphs you can see how a protein goes from one shape to another, and you can also play its animations.

What I did

I'm developing the app in Unity 6 with XR Interaction Toolkit and OpenXR, Unity's tools for virtual reality. I start from UnityMol, an open-source scientific program for visualizing molecules, and adapt its code so it works in virtual reality. I'm developing it during my internship at the BI-SQUARED research group.

Status:
In development
My role:
App developer
Engine:
Unity 6
Platform:
Meta Quest 3
Stack:
Unity 6, C#, XR Interaction Toolkit, OpenXR, Meta Quest 3, UnityMol

Last Memory

A short survival horror demo in virtual reality for Meta Quest, set in a Catalan village after the Spanish Civil War. We made it in Unity as a team of four. You play an old man trapped in a memory turned nightmare, guided by the voice of his dead best friend, as he makes his way through ruined, fog-covered alleys full of deformed creatures. It has free locomotion and combat built around resource management: you start with just a machete and later get a pistol, with a belt holding three 10-round magazines. The experience lasts between 5 and 10 minutes.

Team:
4 people
My role:
Lead programmer
Engine:
Unity
Platform:
Meta Quest · Windows
Stack:
Unity, C#, Virtual reality, Meta Quest

CrashRoyale

A car battle royale we built from scratch in Unity as a two-person team, as a university project. The last car standing wins, combining ranged shots and rams, with a pace designed for constant encounters and quick decisions. There are three cars with very different stats and a system of power-ups scattered across the map: healing, a temporary boost and a high-impact projectile that can decide the match. It's playable in the browser.

Team:
2 people
My role:
Lead programmer
Engine:
Unity
Platform:
Browser (HTML5)
Stack:
Unity, C#, WebGL

Vehicles

  • Heavy

    Tough but slow. For aggressive play and long fights.

    Durability 9/10 · Speed 4/10 · Agility 3/10

  • Agile

    Fragile but very nimble. For dodging, flanking and hitting fast.

    Durability 3/10 · Speed 8/10 · Agility 9/10

  • Balanced

    No clear weak spots. For a steadier, more versatile style.

    Durability 6/10 · Speed 6/10 · Agility 6/10

StrowHop

StrowHop main menu, with the Play and Quit buttons and the two main characters on either side

A puzzle platformer we made in Unity during a university game jam with the theme “You need two to tango”. That edition had a special twist: teams swapped ideas and each group developed another team's concept. You control a boy and a girl who have to find each other in the level to dance a tango together. You switch between the two characters through portals, pull levers, overcome obstacles and plan the route until they meet; each character can move, jump and dash. It's playable in the browser.

Team:
2 people
My role:
Lead programmer
Engine:
Unity
Platform:
Browser (HTML5)
Stack:
Unity, C#, WebGL

In development

  • Work in progress: final degree project, a souls-like combat system in Unity

Technical skills

  • Unity · Engine

    Main engine of my final degree project, VRProtein (Unity 6), Last Memory, CrashRoyale and StrowHop.

  • Unreal Engine 5 · Engine

    Engine of the Zombie Shooter, combining C++ and Blueprints.

  • C# · Language

    Scripting language in every Unity project, including editor tooling.

  • C++ · Language

    Gameplay logic in Unreal Engine 5.

  • Blueprints · Visual scripting

    Visual scripting in Unreal Engine 5, alongside C++.

  • Swift · Language

  • JavaScript / React · Web

    Freelance web development and this portfolio (React Three Fiber).

Soft skills

  • Autonomy

    Projects carried from start to finish as a freelancer.

  • Continuous learning

    From Unity to Unreal Engine 5, virtual reality and the web.

  • Client communication

    Direct contact with clients on web projects.

Contact