drawing of my face

Nes García

Game Design

GAME DESIGN PORTFOLIO

SUMMARY

  • 4 years of experience as an indie freelancer
  • 2 announced, 1 shipped, 10 published games
  • Narrative heavy and choice-driven games experience
  • All stage development planning and documentation
  • Leading and client-facing communication
  • Volunteering as Head of DEI at Happy Path Lab, a non-profit video game labor integration association
  • Approachable and charismatic personality
  • Active member of the TTRPG Community

GAME OF PATIOS BY CORDOBA DIGITAL LAB

GAME DESIGNER & ART DIRECTOR

Abuelita’s Patio has seen better years, she has lost all hope of keeping her house from the real estate company... But you have not! Learn all there is of Cordoba from your abuelita, win the contest and flourish your own Patio Cordobés!

IndieNarrative-drivenEducationPuzzlesPoint & ClickPC

I was challenged to create an educational game about Córdoba’s culturally significant patios that would appeal to public institutions and a client with no previous experience in video games, while remaining fun, accessible and faithful to local traditions.

Within one week, I delivered a pitch that included a teaser video and documentation, defining the core game concept, overall design direction, and a commercially viable plan. The proposal secured client approval and greenlit full demo development. I assembled the team and led communication between departments and the client.

For me as a designer, listening to the people being represented is essential. That is why I advocated for deep field research, visiting Córdoba’s residents, and asking them firsthand about their lived experience.

                                            

WORKING WITH THE COMMUNITY

Based on this research, I developed the game’s worldbuilding and narrative to reflect the locals’ way of life and real struggles, designing characters and gameplay challenges based on their authentic stories.

I designed mini-games based on real traditional methods used by the locals and developed culturally rich mechanics that resembled their customs.

Throughout the development, I worked closely with an archaeologist to integrate historical research into dialogue, ensuring an engaging player experience grounded in accurate historical facts.

I developed a strong player-centric design in which educational content was embedded within rewards. Completing objective lists that satisfied the player’s sense of progress, making knowledge feel earned rather than imposed.

I also produced detailed design documentation and sketches, outlining pacing, emotional flow and iteration workflow.

We had a playable demo within a month and successfully pitched the project publicly to investors and institutions, finally delivering a game that resonated with the local community and engaged players in Córdoba’s heritage preservation.

Game of Patios on Steam

Canal Sur's EnRed: Local TV interviewSpanish National Library presentationCórdoba's Library pitch presentation

Narrative DesignLevel DesignDocumentation3CsDialoguesCharacter DesignProduct ManagementAnimationAssetsUI/UXLeadingConstruct

                   


THE APPROACHING QUIET BY ANDALANES

GAME DESIGNER & ARTIST

The only survivors on earth pound on your bus’ door, pleading to get in before the fog gets a hold of them. It is too dangerous to travel alone but resources are limited... Who will you bring along and who will be left behind?

Choice-driven RPGStrategy Turn/BasedIndiePC

Indie Spain Jam 2023 Honorable Mention.
‘Very well executed gameplay and narrative. It’s incredible that such a complete, well-rounded game was made in just a week’- Comments by the jury.

Working closely with the lead game designer, I created narrative scenarios and decision points within the game’s branching route structure. I developed character backstories and key narrative twists that placed players under moral and strategic pressure, iterating on how player decisions affected combat difficulty, resources, and survival outcomes.

I iterated extensively on combat difficulty balance to ensure encounters supported narrative pacing rather than overshadowing it, and refined the combat UI to be clear and intuitive. My goal was to align emotional investment, strategic decision-making, and usability into a cohesive experience where every choice felt meaningful.

The Approaching Quiet on itch.io

Narrative DesignAnimationMockupCharacter DesignVFXUI/UXGodot

               

 


FACE DOWN BY ANDALANES

GAME DESIGNER & ARTIST

A forgotten evil, a many faced monster has taken your beloved’s identity as a toy to lure others to his grip. Play an unfair card game to bring her back. Will you find a way to trick him in its own game?

Strategy Turn-BasedHorrorIndiePCMobile

Indie Spain Jam 2022 #1 most popular game and #3 most popular card game on itch.io for 2 weeks.

Co-created the core concept game concept, built around a reactive villain. I designed the antagonist in full, defining his narrative, personality, progression, dialogue, and reactive behavior tied to player performance.

I integrated the villain’s narrative presence directly into the card gameplay, designing and iterating on subtle shifts between genuine hints and intentional deception gestures to maintain tension and player mistrust. I also designed branching dialogues and multiple ending sequences based on player success or failure.

In addition, I created the game’s UI and UX mockups, defining the player’s point of view, layout, and information hierarchy to ensure clarity, strong character presence, and a cohesive player experience.

Face Down on itchio

Narrative DesignDialogueStoryboardingCharacter DesignAnimationMockupGodot

                 


OTHER EXPERIENCE:

MORE GAMES AND PROJECTS

Being a freelancer has allowed me to participate in many different projects and as different roles, which has given me insight into many ways of working and communicating.

 

                 

TOTAL BLACKOUT 2023 BY ANDALANES

GAME DESIGN, CH.ANIMATOR & VFX

  • Solved design scope issues with targeted narrative changes and saving significant production time.
  • Designed a cohesive game identity, led pitch development, and represented the project to potential publishers. 

Total Blackout on itch.io

            

AURORA: DAWN POET 2024

GAME CINEMATICS & TRAILER STORYBOARDER, EDITOR

  • Publicly funded game about the famous poet Federico García Lorca.
  • Worked closely with the director to truly convey the games’ theme: the fight for LGBTQ+ rights against fascism.

Aurora: Dawn Poet on Steam

              

VOCAJAMS 2025

CO-DIRECTOR

  • Co-lead +80 participants creative project for an international cultural publication.
  • Mentored dozens of artists and coordinated Art, Merch and Music teams, supervising consistent creative vision across the project. 

 Vocajams: Summertime Roadtrip Website

             

ROACHMAN 2024

CH.ANIMATOR

  • Collaborated with a globally diverse team, building strong relationships across cultures and seeing my work showcased at the Singapore Comic-Con.

 Roachman on Steam

 


 

COMMUNITY

SUPPORTING

Over the years I have actively taken part in indie game events, meeting many teams and trying out a wide variety of projects.

By offering kind and constructive feedback to so many projects I have developed my ability to evaluate narrative flows, player experience and overall gameplay. Listening to the team, and helping projects progress has led me to be invited back to try out updated builds - like Impawlse, for which I’m grateful to be featured in the credits.

So far, I have participated in more than 20 online and in-person Game Jams, mostly with teammates I have never met. Making games in such a short time has taught me how to adapt quickly, communicate clearly, find creative solutions and most of all, how to make sure everyone is having fun.

I think this is the true essence of game development: helping and supporting each other. My knowledge and eagerness to learn about other people’s experiences are essential for me as a Game Designer, as a professional and as a person.