Jacobo Galofre
Game Dev // Programmer // Game Designer
Hello, my name is Jacobo Galofre and I am currently a student of the Video game development and design bachelor's degree at the CITM-UPC university in Barcelona. Throughout this four years I've been studying in this degree I've found that my passion and where I want to forge my future is In the video game Industry. I am currently willing to find somewhere where I can start and develop my career as a game developer or a game engine programmer.
A part from my professional ambitions I really enjoy spending my time in the nature, discovering new music and of course playing some games with my friends.
If you are Interested in knowing more about me and my work you can download my curriculum vitae or read about the projects I've worked on which are documented further down on this page.
The areas where I excel
Throughout my student career I've worked on several projects where I developed my programming skills, I've mainly programmed on c/c++/c# but I have also learned and played with other programming languages such as lua, glsl, python, matlab, and others. I've worked with several IDEs and tools such as visual studio 2019 and code, Unity, UE4, etc.
Since I started studying to become a game developer one of the things that most attracted me was the idea of creating amazing expiriences for people to play, and throughout this 4 years I've had the pleasure to learn about game design and improve my skills in several projects I've worked on. Although I know I'm still at the beginning of a long journey I seek to keep improving and mastering my skills as a game designer.
One of the most importannt skills I got to work on and improve are my social skills. Since day one when I started the degree, I learned that communication skills are crucial when working with a team. That's why during the degree I've done lots of projects where I had to work as a team with other collegues and that pushed me to improve on this aspect. A part from that I also have learned and used agile methodologies like scrum or kanban.
The Witcher: Ties of Destiny is a 2 Player Coop Hack n Slash game, based on The Witcher Series, where you will play as Geralt and Jaskier to defeat all enemies that dare to face you. Developed by Broken Gem Studios with our own OpenGL Game Engine coded from scratch in C++.
I was in charge of implementing the audio module in the engine and creating the necessary tools for the gameplay programmers and designers. A part from that I was also part of the audio design and implementation team and the QA team.
This project was an Andro Dunos recreation tribute to the original side-scrolling shoot'em up game, purely developed in C++ with SDL by five students on our first year. With the possibilities of both playing it as a single player or cooperative game, the players take the control of a spaceship that faces different threats and a final boss that has to overcome in order to achieve victory.
As it was a recreation of the game most of the work I did for the project was to document all the improtant information from the original game and also program the game systems and gameplay needed.
Torpedo Inbound is a Game Jam project made by 5 students during the 2nd CITM Game Jam. It is a submarine shooter game in the depths of the ocean that was developed with the Unity 2D Engine and the Tiled Map Editor. In it the player confronts treacherous sea mines and other submarines.
This project was the first game jam for all of the members of the team as well as it was the first time that most of us used a game engine like unity, even though this difficulties we were able to achieve a pretty solid game in under 24 hours.
Radical Encounter is a God Game made with Unity in which the player is in charge of a group of activists that are defending their little village against a series of different enemy soldiers. They are going to attack them and also damage the buildings and the infrastructure of the place, so you will have both to assist the people and repair the patrimony, all with the help of the resources you will acquire by slaining and saving your comrades. We programmed the artifficial intelligence and the behaviour of all the characters.
Fantasy Brawl is a Battle Royale game developed by CheckTheDog that features intense action in a PvP map. Each player is in control of a totally different hero each with its own characteristics and special ability. Every round won gives the player 3 stars, Win the most stars after 4 rounds and you'll become the winner.
In this project I was in charge of the design of the game but at the end of the day, every one on the team worked in what we needed and ended up working more as a programmer than as a designer.
Resonance Engine is a 3D Game Engine developed by 2 students during 4 months using OpenGL, C++ and other libraries such as SDL, DeviL, Assimp, and ImGui. The Engine allows to import 3D models with the resource manager, modify the transforms, assign textures to the mesh, camera culling the AABBs of the models, store the 3D scene created, thanks to the file system and an audio system based on the Wwise SDK.
Breakout Lab is a Game Jam project done by a group of 5 people under 30 hours. It's a puzzle game were the player gets to play as a scientist who's trapped in a lab were everyone has become a zombie. The player will have to get through all the rooms to scape from the lab, to do so it will be necessary to cure all the zombies in each room using different medicines.
For this project I was the main level designer as well as game designer, I also implemented the menus and UI for the game and helped with several code issues that came up during the development.
Dark Myth is a prototype of a level similar to Dark Souls or Nioh game levels fully recreated in Unreal Engine from a One Page Dungeon called “Do it for the Beast”. It was fully developed with all the knowledge acquired on player guidance and level design to achieve a believable world while being challenging for the player and as a released game level. This project was developed by a teammate and me, thinking on the design of the rooms and the different zones in the level, by maintaining the lore of the one page dungeon.