CESAR GONZALEZ SEGURA SOFTWARE CAREER GAMES PUBLICATIONS

Games

I love creating games, it's the reason I started learning how to write software and the reason I got into computing.

Here is a collection of the games I have professionaly worked on, and the ones I have developed by myself or contributed to in my spare time.

Kerbal Space Program Enhanced Edition

Playstation Store
Microsoft Store
YouTube

Developed by Squad

Published by Private Division

Console port by Blitworks

The widely known space career simulator, where you can create your own space ships, space stations and conquer the Kerbal system.

Worked in the integration of new features from the PC version into the PS4 and XBox One versions, bug fixing and adding new console-specific features.

Zombie Panic in Wonderland Plus

App Store
YouTube

Developed by Akaoni Studio

An arcade game where you must get rid of hordes of zombies using your guns, successor to the Wii game Zombier Panic in Wonderland.

Worked in the Android port (now delisted) and improvements in the game engine and editor.

Nongünz

Steam
YouTube

Developed by Brainwash Gang

Freelance work

An alternative shooting game featuring clicker mechanics and great graphics.

Implemented native plugins for the original game engine they were using to include some unsupported features.

Monster Panic

Developed by Akaoni Studio

A prototype social game themed around capturing monsters developed during my internship in Akaoni Studio, which was never published.

I remember this game fondly as it was the first big scope game I fully programmed by myself, the client was programmed in Unity 3D and it had a custom backend written in C++.

Unfortunately I wasn't able to preserve anything from it, besides these screenshots.

Tower of Elements

Itch.io
Windows Store
Source code
YouTube

Developed by Jumble Devs

Tower of Elements is a puzzle-platformer that defies you with logic games to overcome the obstacles of this misterious tower. Control the four elements and get to the top!

This is the biggest game we developed in the hobbyst studio Jumble Devs, and was a huge learning experience.

Developed in Unity3D and released for Android (now delisted), Windows Phone, WebGL and desktop.

Capture the Pixel

Source code
YouTube

Developed by Jumble Devs

A free-for-all, overhead multiplayer shooting game. Grab the best weapons and defeat everyone else to get into the top of the ranking.

Developed in Unity3D and released for Android.

Galaxy Survivor

Google Play
Source code
YouTube

Developed by Jumble Devs

Explore the galaxy, upgrade your ship with better weapons and shields, avoid the asteroid fields and get all the stars!

Developed in Unity3D and released for Android.

Spinner.IO

Freelance work

A Spinner-fidget IO-like multiplayer game developed during the fidget-spinner craze as contract work for a third party.

Developed in Unity3D and released for Android (now delisted).

Rampage of Technology #ld36

Itch.io

A mad hipster wants to be the biggest hipster ever and YOU are the next victim! You will play as a cassette, a discman or the legendary Nokia 3310 to run away from the hipster and save your own life!

Developed during the #ludumdare36 in Game Boss 2016 in Unity3D

Capture the Pixel #lowrezjam2016

Itch.io
Source code

Developed by Jumble Devs

A very low resolution (128x128 pixels) multiplayer shooting arena game, where two teams must get hold of the Pixel before the time runs out.

Developed during the #lowrezjam2016, client in Unity3D and server in Node.JS

Spookie Boogie #globalgamejam2016

Itch.io
YouTube
Source code

Developed by Jumble Devs

Spookie Boogie is a game in which you help the ghost of Sir Clockengurch, who was a saxofon player, to kick some teens out of his manor when they summon him from hell using a Ouija board.

Developed during the #globalgamejam2016 using Unity3D

DreamCrawler #dcjam2016

Itch.io
Source code

Developed by Jumble Devs

The objective of this game was checking how complicated the Dreamcast is to develop, along with creating a small framework to keep working over it.

Developed during the #dcjam2016 using C and OpenGL