Francisco Santos | Dev Jorney
Projects
As a passionate and motivated professional, I’m constantly striving to improve my techniques, expand my skillset and find new opportunities to grow.
Each of my projects - both solo and collaborative - have provided this growth and allowed me to establish myself within this competitive industry.
Here are some of the projects
Design's in Games
Blueprints of Innovation
Here are some of Design

Quest Design:
Crafting immersive narratives, this quest design lays the foundation for engaging player experiences. Every decision, objective, and interaction is meticulously structured to maintain the player's sense of adventure and discovery.

Flow Chart:
This flow chart visualizes the logical progression of processes, highlighting the critical steps that guide user interactions and decision-making. It ensures clarity and structure in both gameplay and functionality

State Machine:
Representing complex system behaviors, this state machine maps out every possible action-reaction flow. It is the core mechanism that allows dynamic responses to player inputs and real-time system changes.
Website Design's
I've had portfolios before, some more immature and others more confusing and not very intuitive. However, since I began carefully planning and designing my works and documents, I've noticed significant improvements in both speed and quality.
I actively seek feedback from teachers and colleagues, which has been invaluable in refining my designs.
Utilizing Figma has been a game-changer, allowing me to design fluently and efficiently. It has streamlined my workflow, enabling rapid prototyping and seamless collaboration, ensuring that I can quickly iterate and refine designs based on user feedback.
This approach has not only improved my productivity but also resulted in more user-friendly and visually appealing interfaces.

Game Jam's
These are the games that I participated in!
Recorded some gameplays and edited a few thing hope you like them.
Walkthrough
Echo Spy: Game Jam 2018
Project Lead, Animator
Overview:
Echo Spy is a stealth-action game where players use futuristic gadgets to complete espionage missions. it showcases innovative mechanics like Sonar Bullets.
My Role: As project lead, I coordinated the entire development team and kept the project on track. I also contributed to the game’s visual identity by creating key concept art, character animations, and background illustrations that enhanced the game’s atmosphere.


Skills Demonstrated:
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Team leadership and creative direction
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Concept art, animation, and environment illustration
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Rapid prototyping and problem-solving under time constraints
Outcome: The game was praised for its unique art style and innovative mechanics.
Leading the team and contributing visually allowed me to shape both the creative and technical aspects of the game.
Home Between Worlds: Game Jam 2019
Project Lead, Video Editor, Concept Artist, Illustrator, Designer and Organizer
Overview:
Home Between Worlds is a genre of "Five Nights at Freddy's" where the player enters the characters' dream world and must keep their nightmares at bay until morning.
My Role: As project lead, I managed the team and contributed heavily to the game’s artistic direction by crafting concept art for the two distinct dimensions. I also formed the trailer and ensured the art style stayed consistent while supporting the storytelling.

Skills Demonstrated:
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Leadership in narrative and visual storytelling
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Animation and concept art to enhance player immersion
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Cross-functional team management
Outcome: The game received recognition for its compelling story and distinct art style.
My contributions to the game's visual elements were key to creating a cohesive, engaging experience for players.


Douche Penguin: Game Jam 2020
Project Lead, Animator, Concept Artist, Illustrator, and Organizer
Overview:
Douche Penguin is a lighthearted, competitive game where players control quirky penguins in an arena filled with robot parts and power-ups.
The game’s art style complements its comical tone, making it a hit at the 2020 Game Jam.
My Role: In addition to leading the project, I worked on character design, animation, and illustrations to create fun, vibrant visuals that matched the game's humorous theme.
My work brought the game’s playful world to life, and I ensured that the animation felt smooth and responsive during gameplay.
Skills Demonstrated:
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Leadership in both creative and technical game design
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Character animation and illustrative design
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Creative direction for humor-driven art styles
Outcome: The game’s playful design and comical animations made it stand out, receiving positive feedback for its engaging gameplay and visual humor.
My dual focus on leadership and visual creativity was critical in bringing this project to life.

Key Takeaways from Leading Game Jams
In all three projects, I demonstrated:
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Leadership and Project Management: Guided teams to deliver high-quality, creative games under tight deadlines.
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Artistic Contributions: Developed concept art, character animations, and environmental illustrations that shaped the games’ visual identity.
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Cross-disciplinary Skills: Combined technical problem-solving with creative design to deliver engaging, polished experiences.

2D Animations
These are some of the animations I made on my professional course.



3D Animations
These are some of the animations I made on my free time
Under With It
3D Horror Themed Animation
Idea
After stumbling upon a captivating YouTube video showcasing a simple yet chilling animation of a horror scene, I found myself drawn to its allure. Inspired by what I witnessed and confident in my own abilities, I embarked on a mission to recreate the spine-tingling magic. With determination and passion fueling my efforts, I eagerly dove into the creative process, ready to bring my own unique vision to life.


Blocking and Modeling
In the initial phase of the process, I meticulously constructed a tense and claustrophobic scene, strategically placing multiple exit points that led only to dead ends, heightening the sense of entrapment and hopelessness. Additionally, I meticulously rendered a muddy floor, as I believe incorporating repulsive elements adds a visceral layer of horror to the overall atmosphere. By infusing the scene with such unsettling details, I aimed to evoke a profound sense of unease and discomfort in the viewer, setting the stage for a truly chilling experience.
Rigging / Animating
Once I crafted a scene that resonated with the eerie ambiance I envisioned, I meticulously choreographed the camera's movement along a path that heightened the suspense and intrigue. This deliberate motion was instrumental in capturing the chilling atmosphere I aimed to evoke. Additionally, I meticulously animated the monstrous presence within the scene, intensifying the spine-tingling sensation and ensuring a truly immersive experience for the viewer


Video Editing
In the final step of the process, I seamlessly compile all elements through meticulous video editing. This involves integrating my Blender exports and meticulously aligning them with carefully crafted sound cues, synchronizing footsteps with camera movements and punctuating key moments with spine-tingling monster growls and speech sounds. With every detail meticulously aligned, I add the final touches to ensure a truly immersive and unforgettable experience for the viewer.
Conclusion Under With It
Class Project
A Tale of Astralon:
Scytheron Conquest
Idea
The task involves creating a story that follows the structure of an old tale. I chose "The Boy Who Cried Wolf" as the basis for this story. The inspiration for my story came to me one night in a dream. I was influenced by "Masters of the Universe" and He-Man, but I wanted to focus on a rebellious son instead.


Process
I began by pitching the idea and translating what I saw in my dream onto paper. I started by describing the characters and enemies in this short story. Once I was satisfied with the descriptions, I moved on to creating the literary script. Following that, I developed the technical script. This involved a lot of back-and-forth adjustments. The most exciting part was the storyboard phase, where I saw everything start to come together. As a comic developer, I could almost publish it as a storyboard in a webcomic format. However, I will resist that temptation and publish only the final product.
After the Story comes a Game
I began modeling a set for a photorealistic animation, but as a game developer, I'm always thinking about my next project. Despite my focus on RPG aspects, I decided to broaden my horizons and develop a new game in a different genre—a space shooter.click ccc


Limitations Imposed
In January 2024, I participated in a marketing course where I initially faced some creative differences with the professor. After extensive discussions, I was given the opportunity to create a project using paper puppets, despite having skills in 3D animation, 2D animation, and game design formats, which could have added more depth and creativity to the project. However, the professor insisted on capturing the story with a phone, so I followed the approach while staying open to new techniques.