Game Developer | C++ & C# Programmer | Gameplay Systems | Technical Art & VFX
I'm a game developer focused on gameplay programming, technical art, VFX, and interactive systems.
I enjoy working at the intersection between programming and visual development, building gameplay mechanics, tools, particle systems, shaders, and systems that help bring games to life.
Currently expanding my portfolio through team projects, game jams, custom engine development, and Unity projects.
MeriAlguero
🎮 merialguero.itch.io
meri-alguero
meritxell.alguero
- Game developer specialized in C++ and C#
- Interested in Gameplay Programming, Technical Art and VFX
- Experience developing games with Unity
- Experience working with custom C++ game engines
- Experience implementing gameplay mechanics, animation systems and visual effects
- Comfortable working in multidisciplinary development teams
- Experience with Git and GitHub collaborative workflows
- Experience working under strict deadlines through game jams
- Currently finishing a Master's degree in Advanced Programming for AAA Games
- Continuously developing personal and team projects to improve my technical portfolio
C# · C++
Unity · Gameplay Programming · Game Systems · Animation Systems
VFX · Particle Systems · Technical Art
Git · GitHub · Visual Studio · ImGui
Duckula: Bloodbound is a 2D action game developed for Mini Jame Gam #58 by DuckDuckClub.
The project was developed under a strict game jam deadline and combines fast-paced combat with a blood-based health system where the player continuously loses health and must defeat enemies to survive.
Play Duckula: Bloodbound on Itch.io You can download the game or play from the browser. Enjoy!
Lead Developer · Programmer · Level Designer
- Gameplay programming
- Player systems and mechanics
- Level design
- Gameplay balancing
- Integration of game systems in Unity
- Collaboration with programmers, artists and designers
- Development and iteration under a game jam deadline
- Testing and bug fixing
- Project organization and development coordination
DuckDuckClub was founded by Meritxell Algueró and Iago Prieto, working together on game development projects and game jams.
Bound By Death is a team game project developed using a custom C++ engine and game architecture.
The project allowed me to work across both gameplay programming and technical art, especially in systems related to visual effects and particles.
VFX Lead · Gameplay Programmer · Marketing Lead
- Implemented multiple gameplay mechanics
- Designed and programmed mechanics for the main characters
- Collaborated with other programmers and designers on gameplay systems
- Debugged and iterated gameplay features
- Led the project's VFX development
- Created and modified visual effects
- Coordinated the visual effects required by the game
- Reviewed technical requirements for particles, trails and other visual systems
- Worked closely with the engine technology to improve VFX capabilities
- Programmed a rework of the engine's Particle System
- Worked with particle and trail systems
- Helped identify technical improvements required by the VFX pipeline
- Managed project communication and marketing content
- Worked on web content
- Created and coordinated posts and promotional material
- Worked with gameplay videos and project presentation
Meet Meritxell Algueró — Ravenwhisp
GameJam26 is a game jam project developed as part of a short, time-limited team challenge.
It represents my experience working under pressure, collaborating with other developers and creating a playable prototype within a restricted development period.
- Team-based game jam development
- Rapid prototyping
- Gameplay implementation
- Unity development
- Git and GitHub collaboration
- Short development deadline
- Playable prototype
- Player movement
- Player attacks
- Player damage system
- Implemented the animation system in Unity
- Integrated gameplay and animation behavior
- Debugged and fixed gameplay issues
Custom game engine developed during the Master's Degree in Advanced Programming for AAA Games at UPC.
The project focuses on understanding the internal architecture and technology behind modern game engines.
- DirectX 12 rendering architecture
- Camera system inspired by Unity
- ImGui debugging interface
- Phong shading
- 3D model loading using TinyGLTF
- Engine-side rendering systems
- Custom tools and debugging functionality
C++ · DirectX 12 · ImGui · TinyGLTF
Console-based text adventure developed in C++ using object-oriented programming.
The project focuses on software architecture, object interaction and command-based gameplay systems.
- Room navigation system
- Inventory system
- Bag/container system
- Command parser
- Item interactions
- Win conditions
- Object-oriented game architecture
C++ · OOP
I'm especially interested in roles related to:
- Gameplay Programming
- C# / Unity Development
- Technical Art
- VFX Programming
- Tools Programming
I'm open to connecting with other developers, artists and people working in the videogame industry.
Itch.io: merialguero.itch.io
LinkedIn: linkedin.com/in/meri-alguero
GitHub: github.com/MeriAlguero
Instagram: @meritxell.alguero

