GoblinMancer Steam
Reimagining the classic game into a Tower-Defense Auto-Battler Roguelite. Build your fortress, raise undead armies, and unleash dark magic. In active development.
Welcome to my Portfolio
Aspiring Game Designer | VFX Artist | Technical Designer
My Story
Hi! I'm Edward Mena, a Videogame Design and Development graduate from Universitat Jaume I, specialized in Real-Time Visual Effects (VFX), Shader Development, and Technical Design.
I co-founded BackToBits Studio alongside university colleagues, where I serve as VFX Artist creating real-time particle simulations, custom shaders, and gameplay visuals for our upcoming commercial titles on Steam, including GoblinMancer and K-Boom!.
Through the Estudia i Investiga Program at Universitat Jaume I & Instituto de Nuevas Tecnologías, I've worked as an Emerging Technologies Researcher developing interactive Augmented Reality (AR) applications in Unity (C#) using Niantic Lightship ARDK, mobile runtime optimization, and responsive architectures.
In motorsport engineering, I contribute to UJIMotorsport (Formula Student), designing the aerodynamics package and developing the high-fidelity Assetto Corsa digital twin mod of our single-seater for driver training and telemetry validation.
In parallel, I conduct personal research in collaboration with external research groups, investigating Physics-Informed Neural Networks (PINNs) and deep learning to augment physics simulation engines and explore new frontiers for video games.
Featured & In Development
Reimagining the classic game into a Tower-Defense Auto-Battler Roguelite. Build your fortress, raise undead armies, and unleash dark magic. In active development.
Bomb and puzzle game where you create explosion sequences to help Camilo the chameleon. I worked on the Visual Effects (VFX). Playable demo available now!
The full commercial version of my Bachelor's Thesis project with an in-depth track builder tool, stylized neon shaders, and custom vehicle physics.
Developing a high-fidelity Assetto Corsa simulation mod of the UFS-07 single-seater for the UJIMotorsport team, facilitating real-time telemetry testing, virtual setup validation, and pre-competition driver training.
Personal research in collaboration with external research groups, investigating Physics-Informed Neural Networks (PINNs) and deep learning models to augment real-time physics engines and video game simulation.
Archive & Game Jams
Turn-based Tower Defense where the player defends from goblins. Focus on VFX and graphics.
Racing videogame with custom track builder. I handled VFX, post-process and physics.
Infinite FPS movement shooter. Developed in 48h to explore toon shaders.
Action videogame focused on movement and defeating waves of enemies. Deep dive into Unity VFX.
Graphic adventure to promote local tourism. I worked on art and coding.
Strategy game inspired by PvZ. Developed using DevKitPro for Nintendo DS.
Motorsport has always been one of my passions. Joining the UJIMotorsport team allowed me to dive into high-performance engineering.
I specialized in the Aerodynamics department, using Solidworks and StarCCM+ to design and optimize the aero package. From CFD simulations to Carbon Fiber lamination manufacturing, I've been involved in the entire lifecycle of the vehicle.