๐Ÿ‘‹๐Ÿป Hi, I'm Pau Mena Torres ๐Ÿ‘‹๐Ÿป

Game Software Engineer passionate about creating tools and games!

About Me

Pau Mena Torres

I'm a graduated Game Software Engineer holding a Bachelor's Degree in Video Game Design and Development (CITM - UPC). Experience in C++, Unity, Unreal Engine, Godot, Python, C# and custom engines. Passionate about software architecture, tool creation, and game development, with strong skills in programming, problem-solving and 3D modeling. Eager to contribute to creative projects and continue growing in the game development industry.

๐ŸŽ“ Education ๐ŸŽ“

Bachelor's Degree in Video Game Design & Development

Graduated

CITM - Universitat Politรจcnica de Catalunya (UPC)

Specialized in Game Software Engineering, Engine & Graphics Programming, C++, Unity, VR Development, and UI Architecture. Developed an Open-Source Cross-Platform UI Framework for Unity as Bachelor's Thesis (TFG).

JavaScript Moderno: Guรญa para dominar el lenguaje

Certificate

Udemy โ€” Fernando Herrera ({d/t} DevTalles)

Completed 21 hours of intensive modern JavaScript (ES6+), object-oriented programming, asynchronous JS (Promises & Async/Await), DOM manipulation, design patterns, Webpack, Vite, and clean code practices.

๐Ÿ”— Verify Credentials

๐Ÿ’ป Skills ๐Ÿ’ป

Programming Languages:

C# | C++ | Python | C | JavaScript | Lua

3D Modeling Software:

Maya | ZBrush | Substance

Game Development Engines:

Unity | Unreal | Godot | Own Engines

๐ŸŽฎ Projects ๐ŸŽฎ

Company Projects

Unity / C#

Revelant Terrassa

CST & Parc Audiovisual

Godot / GDScript

La Sobremesa

Lotify

Personal && Group Projects

SDL, Box2D, Tiled / C++

Oh My Ghost!

C++

CoffeeEngine UI_Module

Unity / OpenXR / C#

The Rituals of Bill "El Tuerto"

SDL / C++

Bomberman: Panic Bomber

SDL, Box2D, Tiled / C++

Furious Bald

Unity / C#

Arkanoid

Modular UI

Status & Availability

Live & Published on Unity Asset Store (Open-Source) ๐ŸŽ‰๐Ÿš€

Overview

A production-ready, highly modular cross-platform UI architecture framework developed for Unity. Originally conceived as a Bachelorโ€™s Thesis (TFG), it has evolved into a professional open-source tool for the game development community. Its core mission is to eliminate repetitive UI setup by delivering a fully decoupled, scalable, and adaptable interface architecture.

Problem Solved

Instead of wasting valuable time reinventing the wheel and building UI architecture from scratch for every project, Modular UI allows developers to deploy clean, decoupled, and scalable UI systems in seconds, seamlessly integrated into any Unity codebase.

Key Features & Technical Architecture

  • Clean Architectural Foundation ๐Ÿงฑ: Built from the ground up following SOLID principles. It heavily relies on the Observer pattern for decoupled, event-driven communication and utilizes Factory patterns to handle dynamic, independent component creation cleanly.
  • Instant Production-Ready Templates ๐Ÿ“ฆ: Deploy fully functional Main Menus, HUDs, Pause Menus, Dialogue Systems, and Inventories straight out of the box.
  • Cross-Platform Adaptation ๐Ÿ“ฑ๐Ÿ’ป๐Ÿ•ถ๏ธ: Responsive layouts, scaling, and input schemes that automatically and dynamically adapt across Desktop, Mobile, and Virtual Reality (VR).
  • Real-Time Visual Customization ๐ŸŽจ: Switch your gameโ€™s entire aesthetic instantly using a powerful ScriptableObject-driven styling system; zero code modifications required.
  • Advanced Integrated Systems โ›“๏ธ: Includes pre-integrated, robust sub-systems like drag-and-drop inventories and node-based dialogue trees.

Target Audience

Whether you are a solo indie developer looking to speed up prototyping, a UI/UX designer wanting to test layouts instantly, or a programming team in need of a clean, architecture-driven UI foundation, this tool is built to fit your workflow.

Technologies Used

Unity, C#, SOLID Architecture, Observer & Factory Patterns, ScriptableObjects, Cross-Platform (Desktop, Mobile, VR)

W40K: The Last Marine

Description

HUD and UI gameplay programmer for a Warhammer 40K diablo-like game developed with a team of 40 people.

My Role

  • Designed and implemented the in-game HUD, including cooldown animations, health, ammo display, and action feedback.
  • Added visual effects like vignette when damaged, enemy alert indicators, and health bars for bosses.
  • Developed the ability management system and Coliseum door logic with animations.
  • Implemented the fervor mechanic with visual feedback and temporary boosts to attack and reload speed.
  • Built the first fully functional UI system for the engine, with images, text, sliders, anchors, and sorting layers.
  • Optimized UI performance for a smooth gameplay experience.

Technologies Used

Coffee Engine, Lua, C++

ยกOh My Ghost!

Description

A fun and engaging game featuring ghostly gameplay where players take on the role of a mischievous ghost haunting a mansion. The objective is to scare all human inhabitants while avoiding ghost hunters and managing your supernatural energy.

My Role

  • AI programming for NPC behavior and pathfinding
  • Physics-based interaction system for ghostly abilities
  • Level design and implementation
  • Enviroment programmer
  • Sound implementation for friendly atmosphere
  • Game mechanics balancing

Technologies Used

C++, SDL2, Box2D, Tiled

Coffee Engine: UI_Module

Description

Led the development of the UI Module for Coffee Engine, a high-level game engine designed for 3D projects. Created a flexible and intuitive user interface system that allowed game developers to easily implement in-game menus, HUDs, and other UI elements.

My Role

  • Designed the architecture for the UI module
  • Implemented widget system for reusable UI components
  • Created layout management tools for responsive interfaces
  • Developed event handling for UI interactions
  • Built a drag-and-drop editor for UI creation

Technologies Used

C++, OpenGL, ImGui, JSON

The Rituals of Bill "El Tuerto"

Description

"The Rituals of Bill โ€˜El Tuertoโ€™" is an immersive virtual reality escape room thriller that plunges players into a dark investigation to unravel the mystery of a sadistic serial killer. Years after the notorious Bill "One-Eye" Gatess terrorized the city, a determined police officer breaks into the killer's apartment in a desperate quest for answers. But the deeper he digs, the more reality blurs...

Key Features & Technical Architecture

  • Cryptic Puzzle Solving ๐Ÿ”: Solve multi-layered puzzles and decode cryptic messages in VR.
  • Environmental Storytelling ๐Ÿ“บ: Interactive environmental narrative through VHS tapes, physical object manipulation, and audio logs.
  • Psychological Horror ๐ŸŽญ: Unique narrative with shocking twists, surreal events, and dual outcomes (True Ending vs 30-Minute Fail State).
  • Accessibility & Comfort ๐ŸŽฎ: Seated and standing VR comfort modes with full accessibility input mapping.
  • Immersive VR Audio & Haptics ๐Ÿ”Š: Haptic feedback and spatial audio engineered for Meta Quest 3 via OpenXR Toolkit.
  • Beat the Clock โฑ๏ธ: Custom 30-minute time management system enforcing tense survival gameplay.

My Role

  • Co-led overall game design, spatial storytelling, and room progression mechanics across all 4 puzzle rooms.
  • Programmed state-driven puzzle logic using C# ScriptableObjects and event listeners for modular scene execution.
  • Developed VR comfort interaction modes (seated/standing) and smooth locomotion / teleportation toggles.
  • Implemented custom time management system enforcing the 30-minute fail state and checkpoint loader for QA.

Technologies Used

Unity (2022+), C#, Meta Quest 3, OpenXR Toolkit, XR Interaction Toolkit

Bomberman: Panic Bomber

Description

An adaptation of the NeoGeo classic Bomberman: Panic Bomber made in C++. This puzzle-action game combines elements of falling-block puzzlers with the explosive gameplay of Bomberman, creating a fast-paced and competitive experience.

My Role

  • Core gameplay mechanics implementation
  • UI system: Points, Main menu, Loose Screen, Continue Screen, and more
  • AI opponent programming
  • Sound and visual effects integration

Technologies Used

C++, SDL2, Custom Rendering Engine

Furious Bald

Description

A 2D platformer game developed using SDL2 featuring a bald protagonist with a fiery temper navigating through challenging levels. The game combines fast-paced action with precision platforming and unique power-ups.

My Role

  • Character controller implementation
  • Collision detection and physics
  • Enemy AI behavior patterns
  • Power-up system development
  • Level design for progressively challenging stages
  • Animation state machine programming

Technologies Used

C++, SDL2, Box2D, XML

Arkanoid

Description

A Unity mobile adaptation of the classic Arkanoid game, combining retro gameplay with modern mobile features. Players control a paddle to bounce a ball and break blocks while collecting power-ups and advancing through increasingly difficult levels.

My Role

  • Mobile touch controls implementation
  • Physics system for realistic ball bouncing
  • Power-up system with various effects
  • Level progression and difficulty scaling
  • Visual effects for block destruction
  • Mobile optimization for smooth performance

Technologies Used

Unity, C#

Revelant Terrassa

Company

Consorci Sanitari de Terrassa (CST) & Parc Audiovisual de Catalunya

Description

Developed for Consorci Sanitari de Terrassa (CST) & Parc Audiovisual de Catalunya, this is a virtual reality (VR) reminiscence therapy experience designed for elderly care. The project transports users to the 1960sโ€“70s in Terrassa, recreating the iconic square "Plaรงa Vella" with high fidelity using photogrammetry data captured by TRS Filmlab / Parc Audiovisual de Catalunya.

My Role (Lead Programmer)

  • Programmed the core interaction framework and interactive narrative systems in Unity (C#).
  • Developed the onboarding phase, including an interactive hand-tracking tutorial that naturally introduces VR controls to elderly users.
  • Integrated advanced VR Hand Tracking mechanics using the Meta XR SDK and XR Interaction Toolkit.
  • Implemented urban exploration puzzles of progressive difficulty to ensure accessibility and cognitive engagement.
  • Collaborated on environmental details, including historical vehicles (Seat 600, Pegaso trucks), classic motorcycles, period-accurate NPCs, and the iconic local traffic officer "El Policia Pota de Pal".
  • Created an immersive spatial audio experience with period-appropriate radio broadcasts, football matches, and classic advertisements.

Technologies Used

Unity, C#, Meta Quest (Meta XR SDK), Hand Tracking (XR Interaction Toolkit), Photogrammetry, Spatial Audio

La Sobremesa

Company

Lotify

Description

Developed for Lotify, this is a hybrid physical + digital party game that blends a physical board game (tablero) with a mobile companion app. Built using Godot 4.3, the digital companion manages the game flow, offering interactive menus, dice rolling, roulette mechanics, scoreboards, and 9 diverse mini-game modes. The game supports 2 to 4 teams and features dynamic board mechanics including advances, retrocessions, and final showdown sequences.

Key Features & Mechanics

  • Teams: Tailored for 2 to 4 teams playing simultaneously with custom names.
  • Dynamic Difficulty: Scales dynamically based on each team's score and performance streak.
  • 4 Mini-game Categories: Show (Humming, Mimicry, Drawing), Wit, Know-It-All, and Mentalist.
  • Decision Squares: Special tiles allow teams to decide their own challenge or choose a challenge for their rivals.
  • Final Sequence: Reaching the final square triggers a climax where teams must overcome 3 consecutive mini-game challenges in a row to win.
  • All or Nothing (Todo o Nada): A final showdown mechanism that resolves ties or deadlocks when teams get stuck.

My Role

  • Programmed the core game loop, turn management, and state machine in GDScript.
  • Implemented the dynamic difficulty scaling and team performance streak tracking algorithms.
  • Coded the final sequence logic, enabling dynamic challenge cycling across categories.
  • Developed UI menus, mini-games, and custom audio integration for timers, dice rolls, and victory events.

Technologies Used

Godot 4.3, GDScript, JSON Data Parsers, Mobile UX Design

๐Ÿซฑ๐Ÿปโ€๐Ÿซฒ๐Ÿป Connect with Me ๐Ÿซฑ๐Ÿปโ€๐Ÿซฒ๐Ÿป

๐Ÿ“ž Phone: +34 619886534

โœ‰๏ธ Email: paumt128@gmail.com

JavaScript Moderno: Guรญa para dominar el lenguaje

JavaScript Certificate - Pau Mena Torres