Level Designer & Developer

Gonzalo Castiella

Welcome! I’m Gonzalo Castiella, videogame designer and developer with a deep interest on embarking on a new adventure and willing to learn more about the inner workings of game development.

Destroy All Humans 2 Reprobed

Destroy All Humans 2 Reprobed is the remake of the PS2 cult classic Destroy all Humans 2, developed from the ground up and each of its worlds and missions greatly updated, with an emphasis of making the experience as memorable and quirky fun as possible.

During my time in the project,

The tasks that in charge of were: 

· Work on the crowdlife and crowdflow and its maintenance based on quests dependencies.
· Design and scripting of side content activities.
· World design adjustments to Solaris
· Level set-up for multiplayer PK Tennis mode
· QA of all quests and DLC missions

Tallest Tree

Tallest Tree is a 2D vertical platformer mobile game where the player has to fly around while avoiding obstacles in order to reach a goal. Furthermore, by collecting a number of items at the end of every level, the player was able to contribute by planting a tree in the real world.

 

During the time in this project, I was main level designer. In charge of creating levels and exploring ways to create new situations with the limited resources we had access to. As well as cater for a good flow throughout the course of the game.

Major tasks

  • Creating levels using the internal editor, from scratch to its polished final state.
  • Balance the flow of the game with respect the difficulty and the content of the levels.
  • Adapt levels to player feedback and large playtest sessions
  • Classify and organize all levels made by the team in a database.
  • Creating smaller level modules for an infinite mode.
  • Balance the difficulty of the infinite mode.

Minor tasks

  • Social media
  • Spanish localization

Color Spectrum - University Project

Color Spectrum is a cyberpunk top-down shooter where the player controls a hologram with the power of changing its colour for attacking and defending herself from her enemies. The main gimmick of this game is that by changing the colour, the player will avoid colliding with anything of the same colour, like any enemy bullets and walls. This means that the player will need to constantly adapt to the enemies that come after him.

Tasks

  • Design
  • Gameplay Programmer: customization system, store, enemy A.I., unlockables, game optimization.
  • Tools Programmer: player customization creator, player progression, scene management.

Would you like to know more about me? 

Feel free to check the rest of my work.

Contact

Offenburg, Germany

+34 648 085 770

gonzalo.castiella@gmail.com