PROFESSIONAL PROJECTS
Project | 01






Project | Rainbow Six Siege
Language | C++
Company | Ubisoft
Release date | 01/12/2015
Platform | PC/PS4/XBOX ONE
Game Engine | Anvil
Tom Clancy's Rainbow Six Siege is an online tactical shooter video game developed by Ubisoft Montreal and published by Ubisoft.
I worked mainly on gadgets reworks (Nomad, Fuze or Clash for example) and also I was part of the creation of a new secondary gadget named "Drone wall".
Apart of all this, I worked on some game modes like Team Deathmatch, Free For All, Attrition, Knife Confirmed or Lab experimental.
Lastly, I worked directly with a Montreal team on a new permanent game mode named Dual Front, where the map changes greatly, we have teams of 6 players instead 5 and it has some "side missions" as save a character to get an in game boost. It was released for Siege X.
Project | 02


Project | Die After Sunset
Language | C#
Company | Playstark Games
Release date | 11/02/2022
Platform | PC (Steam)
Game Engine | Unity 3D
Die After Sunset is a single player third person shooter roguelite game.
In this project I worked in the main character and their skills, sound, enemies AI and HUD in game.
As evolution of Agents Biohunters, I reworked a bit the characters systems, as I was the developer owner of those systems in the previous project.
Link: http://dieaftersunset.com/
Project | 03

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Project | Agents: Biohunters
Language | C#
Company | Playstark Games
Release date | 07/04/2020
Platform | PC (Steam)
Game Engine | Unity 3D
Agents: Biohunters is a multiplayer competitive videogame. In this project exists a lot of different characters with different abilities and roles in the team. The objective is join a team and compite against other players to defeat Rognar (an enormous monster) and win the clash!
I worked in all the possible programming items: Gameplay, UI, AI, Animations, Sound...
I want to specify that I developed all the heroes (the 6 available heroes) and the 3 skills that has each one. Also, I was in charge of the technical animation.
About AI, I worked on Rognar, the unique boss of the game.
Link: https://agentsbiohunters.com/
PERSONAL PROJECTS
Project | 01






Project | Omega Universe
Language | C#
Game Engine | Unity 3D
Year | 2015
For this project I decided to bring augmented reality to mobile as a fighting game with RPG features. To develop this project I have been used Vuforia libraries, the program of modelling Blender, Unity as game engine and Gimp for the design of buttons and background images. This is a prototype version.
Article: http://ddd.uab.cat/record/143563?ln=ca
Link: https://github.com/IzabranTebras/OmegaUniverse/releases






Project | 02
Project | Nobunaga's Zork
Language | C++
Game Engine | Visual Studio
Year | 2016
This is a tribute to the textual game Zork with a new thematic based on feudal japan.
Link: https://github.com/IzabranTebras/NobunagasZork/releases
Project | 03






Project | Glitch
Language | C#
Company | Team Glitch
Game Engine | Unity 3D
Year | 2016
This is a indie video game never released.
It's a platforms game based on glitches and bugs. To achieve your objective you have to glitch parts of the level that let's you advance through it.
On this project I worked on:
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AI
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UI
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3C
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Technical animation
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Design of the boss fight and a level never finished.
I worked on all those tasks as a Lead Programmer of a 3 programmers team.
Project | 04






Project | Super Street Fighter II Tribute
Language | C++
Game Engine | Visual Studio
Year | 2017
Tribute to Super Street Fighter II made in two weeks only by me as a project at UPC master's degree of "Video game design and development". The project was developed from scratch with C++ and Visual Studio.
Link: https://github.com/IzabranTebras/Super-Street-Fighter-II/releases
Project | 05
Project | Action Game Prototype
Language | C++
Game Engine | Unreal Engine
Year | Currently working
Project started to learn about the basics of Unreal Engine and GAS.
The idea is to create action gameplay features that let me increase my expertise on those kind of games.