About Me

Biography and Education

  • I was born in Algemesí, Spain, on April 20, 2001.
  • I studied at Colegio Santa Ana in Algemesí and completed my compulsory secondary education (ESO) in 2017.
  • From 2017 to 2019, I attended IES Bernat Guinovart for my high school diploma (Bachillerato), where I started learning programming on my own in 2017.
  • In 2020, I took a gap year to focus on self-learning through online courses and personal projects (just as the pandemic hit). During this time, I developed my first 3D game engine in C++.
  • From 2020 to 2022, I completed a Higher National Diploma in Multiplatform Application Development at IES Consuelo Aranda in Alberic.
  • I began my internship at Cosmic Spell in 2022, working on the development of Soul Breach, and I have remained employed there ever since.
  • In my free time, I have continued to expand my knowledge and have developed multiple personal projects, such as: Glimmer Chain, Voxel Game and Silver Engine

Skills

Programming Roles:

  • Tools
  • Systems
  • Low-Level
  • Performance
  • Gameplay
  • UI

Programming Languages:

  • C++: Used extensively in most of my personal projects.
  • C: Occasionally used in some personal projects.
  • C#: Used in Soul Breach with Unity.
  • Java: Initially used in personal projects and during my studies.
  • Python: Used during my studies and for some small personal projects.
  • Shader Languages: HLSL and GLSL

"From Scratch" Systems:

  • Immediate Mode UI
  • Sound Engines
  • Basic Physics Engines
  • Entity Component Systems (ECS)
  • Particle Systems
  • Network Protocols

Rendering Techniques:

  • 3D Mesh Projection
  • Forward & Deferred Rendering
  • Batch Rendering (commonly used in 2D)
  • SSAO (Screen Space Ambient Occlusion)
  • Bloom Effect
  • Gaussian Blur
  • Cascaded Shadow Mapping
  • Ray Marching
  • Skeletal Animations
  • Font Rasterization

Other Programming Skills:

  • Graphics APIs: OpenGL, Vulkan & DirectX11.
  • Multithreading
  • Custom Memory Allocators
  • Data Structures
  • WinAPI Library
  • Procedural Generation
  • Path Finding

Programming Philosophy

In 2020, while developing Silver Engine, I began to move away from Object-Oriented Programming (OOP) and adopted a more procedural approach. This shift allowed me to grow significantly as a programmer. My perspective was deeply influenced by developers like Casey Muratori and Jonathan Blow, who have become key references for me.

I focus on fundamental programming principles and strive to write the simplest code possible. I firmly believe that SOLID principles and the "Clean Code" approach advocated by Robert C. Martin have, in many cases, done more harm than good. My philosophy is: No OOP, no UML, no garbage collectors, no interpreted languages—just simple, straightforward, reliable, and high-performance software.

Although I primarily work with C++, which is known for being object-oriented, I restrict myself to using only functions and data structures. This approach makes memory management and program flow more coherent and explicit.

Despite my skepticism about OOP, I have successfully adapted to the development style of Soul Breach, where we use C# and object-oriented programming.

Electronics

In 2023, I developed an interest in electronics as a hobby and built a remote-controlled car.

I am currently working on building a drone:

Sports

Since I was 15, I've been passionate about calisthenics. I've always believed it's worth investing time every day to stay active and improve physical abilities.
I was also a member of a calisthenics club called Silver Barzz, a group of friends who traveled across Spain to connect with others who shared our passion for the sport.