Hey there, I am
Victor Martín
a videogame development graduate
and a technical artist in progress.
> About
I am a videogame development graduate based in Barcelona.
Focused on Technical Art, Game VFXs,
Graphics Programming and Tools Programming.
My current tech stack








> Portfolio

Alien: Nemesis
Project III
Developed by a team of 23 people for the Project III subject, Alien: Nemesis is an action videogame based in the Alien franchise, with a gameplay inspired by the series Diablo, and developed with a custom engine.
In this project I was the main responsible of the development of the particle system module. I also worked in scripting, documentation and general bugfixing and assisting other members of the team.
You can further see my contributions in this project by clicking HERE .

Fire Baseball VFXs
Final Degree Project
My Final Degree Project: Conceptualization and Development of Abilities' VFXs and their Relationship with Character Design.
Being made with Krita, Blender and Unreal, in this project I explored how visual effects can impact character design and viceversa.

The Fixer
CITM Game Jam 2025
Developed by a group of 5 people for the CITM Game Jam 2025, and rewarded with an honorable mention for Best Technology, The Fixer is a 3D building simulator where you fix various items without instructions.
Being made in Unity, I was in charge of part of the code of the game, mainly the logic behind how devices are fixed, and also the visual effects.

A Bard at the Fairy Court
Real-Time Narrative
A narrative-focus game made by 4 people in Unity to present narrative-driven mechanics.
Made in Unity, I was the programmer on the team, mainly focusing on creating a flexible and expandible dialogue system, and its interactions with other sytems inside the game.

Particle System Module
Custom Game Engine
Particle system module developed from scratch and documented for a custom game engine.
Designed and developed by myself in C++ with OpenGL and inspired by visual effects' systems such as Niagara from Unreal Engine and the Particle Systems and Visual Graph from Unity.

Light and Dark
Networks and Online Games
3D Platformer Multiplayer game made by 2 people in Unity to showcase custom netcode. The server/host has one view of the world and the clients another.
Netcode created by ourselves, using a snapshot interpolation syncronization model, custom packets and sockets. Can be played in a local network.

Hound of Hades
Virtual Reality
VR game made by 5 people about taking care of Cerberus. Made in Unity using the XR Interaction Toolkit package.
In this project I was in mainly in charge of the coding of interactions with the controllers, movement, etc. I also worked in the behavior of Cerberus.

Bellchime Trail
3D Environment
A 3D environment made in Unity 2021.3.14f1, inspired by Bellchime Trail from Pokemon HeartGold & SoulSilver.
It features custom textures, 3D models and modular kits, shaders, sculpted and textured terrain, custom VFXs for wind and leaves and postprocessing.
Programs used: Unity, Maya, Photoshop, Substance Painter, ZBrush.

Chromatic Abberration Material
Unity Shader Graph
Unity Shader created with Shader Graph. Can be applied to any mesh and it will add a chromatic abberration to any opaque meshes behind it. Inspired by Mirza Beig work.

Captain Toad Pixel Recreation
Pixel Art
Recreation of the game Captain Toad Treasure Tracker as a Pixel Art Isometric game.

Lost In Dreams
CITM Game Jam 2024
Developed by a group of 4 people for the CITM Game Jam 2024, Lost In Dreams is a 2D platforming videogame about a girl jumping between dreams and nightmares to try and return home.
Being made in Unity, I was in charge of half the art of the game, like designing and drawing the main character and her animations, and creating the nightmare tileset for the levels.

Return: A JRPG Parody
Project II
Developed by a group of 8 people for the Project II subject, Return is a parody JRPG about a group of 4 classmates sent suddenly into another world, and will try to return to their own.
Developed without an engine, using C++ and SDL2, I was the art director of the game, and I was in charge of creating the scenary, background and intro of the game.

A Forest Adventure
Game Development
Developed by a group of 2 people for the Game Development subject, A Forest Adventure is a 2D platforming game about a rabbit collecting carrots and seeking a good adventure.
Developed without an engine, using C++ and SDL2, I worked in all the areas of the game as a coder and designer through all the project alongside my collegue.

No Time To Di(c)e
GMTK Game Jam 2022
Developed by a group of 12 people for the GMTK Game Jam 2022 in 3 days, No Time To Di(c)e is a top-down shooter videogame about a dice man seeking revenge to find his dice friend.
Developed without an engine, using C++ and SDL2, I was in charge of the design and sprites of the main character and his animations, the art of the introduction and some scenary assets.

Guerrilla War (tribute)
Project I
Developed by a group of 4 people for the Project I subject, we recreated Guerrilla War, a shoot'em up 2D side-scrolling game for the NES produced by SNK in 1987.
Developed without an engine, using C++ and SDL2, I was in charge of collecting, importing and implementing the original sprites and animations of the game into spritesheets.