Welcome to my Portfolio!

Jose Lopez

Technical Artist | Stylized VFX, Shaders & Tools | Unity & Unreal

About Me

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Hi there 👋! I’m José David López, a passionate Technical Artist. I have over 3 years of experience in the video game and interactive media as a game developer. My background includes 2D/3D game development, VR/AR, and system programming—skills I’m now applying to artistic pipelines, shaders, and VFX.

I started my career as a Game Developer in England, where I was promoted to Team Lead in just four months. Since then, I’ve worked on educational games and interactive experiences in Colombia and currently at Xennial Digital, where I develop immersive VR content and had the oportunity to take my carrer to the next level by transitioning to technical artist. My achievements include AI-enhanced mechanics, creation of shaders and VFX in Molecule Builder and optimization work on Biology Dissection Lab both available on the Meta Quest Store.

My current focus is mastering tools like Unreal Engine, Niagara, Houdini, and HLSL shaders to specialize in stylized real-time VFX and shader development. I'm driven by a love for expressive, non-realistic art styles and the magic of blending code with visual storytelling.

Thank you for visiting my portfolio! I’m excited about this next chapter in my career and open to collaborating on creative and technical challenges. ✌️

My Work

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Molecule Builder

Description: Molecule Builder is an educational virtual reality experience designed to teach users how to build molecules interactively. The goal is to provide an immersive learning experience through an intuitive and engaging environment.

Role: Lead programmer and Teachnical artist. I restructured the project to enhance code stability and optimization of shaders. I implemented interactive audio functionality, allowing users to receive real-time feedback, and integrated an artificial intelligence system to guide players during the construction process.

Technologies: Unity, C#, Custom AI, XR Toolkit, Shader Graph.

Impact: Published on the Meta Quest Store. This project was praised for its innovative approach to teaching scientific concepts through virtual reality, significantly improving the educational experience.

Dissection Lab

Description: Dissection Lab is an educational virtual reality experience designed for high school and college biology programs. This immersive learning tool eliminates the need for physical specimens by providing guided dissections of various organisms, such as worms, clams, crayfish, fish, and frogs. Students can explore external and internal anatomy through interactive galleries and refine their skills with virtual tools like scissors, tweezers, and scalpels.

Role: Lead programmer. I restructured the user interface and optimized the interaction flow for the worm dissection experience. Additionally, I contributed to enhancing the overall system stability and usability.

Technologies: Unity, C#, XR Toolkit, Shader Graph, Hand Tracking.

Impact: Published on the Meta Quest Store. This project was praised for revolutionizing biology education by making high-quality learning accessible, reducing logistical barriers, and promoting independent practice outside the classroom.

PowerPlay Interactive

Description: PowerPlay Interactive is a virtual reality experience designed to enhance the circuit-building skills of multimedia engineering students. This educational tool provides a safe and engaging environment where users can practice and improve their knowledge without the risk of damaging physical components.

Role: Lead programmer And Technical artist. I developed the interactive mechanics and implemented challenges with increasing difficulty, ensuring a smooth learning curve for students. Additionally, I optimized the user interface to improve accessibility and engagement, baked all the lightning and was in charge of the shaders and URP on unity.

Technologies: Unity, C#, XR Toolkit, Interactive Mechanics, Shader Graph.

Impact: This project addressed a significant gap in hands-on circuit education, helping students build confidence in their skills and understanding of electrical circuits in a risk-free environment.

Magic Crash

Description: Magic Crash is a 1v1 multiplayer magic game where players face off in an arena full of surprises. The environment dynamically changes, with holes appearing unexpectedly and the audience throwing objects that influence gameplay. Players have access to four magical powers—fire, electricity, shield, and healing—each with its unique strategies and abilities.

Role: Lead designer and programmer. I developed the core mechanics, including the magical abilities and dynamic arena interactions, ensuring a balanced and engaging multiplayer experience. for the artistuic side i created the 3d models and all the vfx for the game.

Technologies: Unity, C#, Photon PUN, Game Design, Shader Graph.

Impact: Magic Crash provides an immersive and competitive experience for players, showcasing innovative gameplay mechanics and a vibrant magical world that keeps players coming back for more.

Runside Groove

Description: Runside Groove is a rhythm-based platformer where players must sync their movements with the beat of energetic music to overcome challenging obstacles. With dynamic levels and a vibrant aesthetic, the game offers a unique blend of platforming and musical timing that keeps players engaged.

Role: Lead programmer and designer. I developed the rhythm synchronization system, designed challenging yet intuitive levels, and optimized gameplay mechanics to provide a smooth and immersive experience, for the artisti side i created all the 2d sprites and animations.

Technologies: Unity, C#, Rhythm Mechanics, Level Design, Adobe Photoshop and Illustrator.

Impact: Runside Groove demonstrates the creative integration of music and gameplay, delivering an engaging experience that highlights the connection between rhythm and interactivity.

Contact Me

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Behance

Explore my Behance portfolio to see how I bring ideas to life through 3D modeling, animation, VFX, and game projects.

GitHub

Check out my GitHub repository, where I share source code, game mechanics, and technical implementations from my projects.

LinkedIn

Dive into my GitHub, where I share the inner workings behind my games from core mechanics to technical systems.

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