Sinchi Saynata


I developed this pixel art platformer side-scroller for the Global Game Jam 2026 in Ecuador. In this game you play as the mithological “Aya Huma” mask to protect the Andean Chocó region from illegal mining and abusive resource extraction.

The player can switch between various endemic species suchs the Condor, the Jaguar and the Snake to make their way through the cloudy forests of the highlands. Sinchi Saynata means "brave mask" in kichwa, and this game is heavily inspired by Ecuadorian Andean Folklore.

This project was featured in a news article by El Comercio, where I was interviewed about my participation in the jam and my thoughts on the emerging game development ecosystem in my country.




Kerly Vallejo, main composer, shares a behind-the-scenes of the game’s original soundtrack



I focused on leading the team, designing the main level, game pacing & design, and programming several core mechanics. The rest of the credits are as follow:



  • Martin Espinosa @elespi_x - Illustration, Animation & Music



Download Here!



Project developed with Unity, C#, JetBrains Rider, GitHub, Illustrator, and Aseprite.






Canal 13






Be the star of your own reality show and dazzle the world of entertainment!
Channel 13 is a visual novel for mobile devices where every choice matters, you uncover unusual stories, and you give it your all to obtain those coveted rating points. Will you become the number one show on television, or lose your soul trying?

At its core, Channel 13 is an affectionate parody of the society of spectacle, an interactive experience that humorously criticizes the media and seeks to offer a more human perspective on those involved in the entertainment industry.

This is my graduation project for the Interactive Media Design program at Universidad San Francisco de Quito. A playable demo is currently available on the Google Play Store, and a new version will be released soon on Itch.io.


Download Here!



Carrying out this project from conceptualization to publication allowed me to explore many aspects of game development and design, as well as collaborate with great artist friends. I created the pixel art, dialogues, code, user experience, visual identity, among other things.

The main music was composed by Kerly Vallejo and the stylized illustrations were created by Luciano Muzo (@luma_art27).


Check out the digital artbook here!




Project developed with Unity, Ink, C#, JetBrains Rider, Figma, Picrew, Adobe Photoshop, Illustrator, Audition, and After Effects.






Magic Box


An interactive installation made from visual sequences that react in real time to stimuli in the physical world through motion and pressure sensors. With this work, I combined several of my favorite technologies (data science, physical computing, and digital arts) to show how the union of many ideas can create an experience that invites us to play and discover with something as commonplace as a cardboard box.
The audience is encouraged to explore a reflective box with two labeled compartments that read "Bring your hand closer" and "Press me." The former houses an ultrasonic sensor, the latter a pressure sensor. Depending on how the public interacts with the box, visuals are generated and constantly shift to mirror the intensity and nature of their actions. Final project for the “Creative Technologies” class at Universidad San Francisco de Quito.


A live demonstration of the installation in action








Project developed with TouchDesigner, Arduino Uno, Python, ultrasonic sensor, pressure sensor, jumper wires, resistors, breadboard, cardboard box, aluminum foil, and a monitor.





B!tchSlap


“Dive into the twisted subconscious of an average jerk with this frenetic shooter inspired by the most bizarre urban subcultures ever conceived by humankind! Fight furries, emos, and otakus to earn your freedom. Repress your deviations before they take control of you.” – Official synopsis.
“B!tchSlap” is a satirical 3D first person shooter for Windows inspired by internet subcultures and urban tribes. Behind its humorous and absurd surface, lies a commentary on visual pleasure in video games, oxymoronic censorship, and the queer avant‑garde of digital media. Weird, loud, chaotic, and deliberately shocking! This game is less about winning and more about confronting what you’d rather not see.

Taking inspiration from Michel Foucault’s studies on sexuality and power dynamics, this game throws the player into an uncomfortable, unexpected situation, forcing interaction within a virtual world born from the collision of paraphilias, repression, and self‑control. This is achieved by provocative imagery of zoomorphic/robotic bodies trying to anhililate the player with their killer dance moves in sync with empowering “neo-perreo” anthems in a night club decorated with figures of feminist icons and queer theorists yuxtaposed with those of blackpill movement advocates. Created for the class “Programming for Design 2” and polished for “Gender and Sexual Diversities” at Universidad San Francisco de Quito.

Fun fact: It's the game running in the background of this page!


Download Here!




Project developed with Unity, C#, Crowbar, MikuMikuDance, and Visual Studio.






PulsAR


Collection of 11 customizable interactive Snapchat filters designed to enrich the experience of attendees at the Communication Design exhibition “PULSO 2024” at Universidad San Francisco de Quito.
These filters incorporate a custom color palette and graphic stickers based on the visual elements of each project exhibited. They are designed to promote active user participation and highlight the visual values of each brand.

View Them Here!




The filters are currently published on Snapchat and WebAR for free public recreational use.
Many of them have become very popular on the platform and have accumulated tens of thousands of views, likes, and shares!


Try the most popular one here!


Project developed with Lens Studio, Illustrator, TypeScript, Snapchat, and WebAR. In collaboration with Maria Fernanda Quintero.






Safety First!


In this virtual reality simulator, the player must report hazards and risk factors they identify in factory, warehouse, and administrative office environments. Throughout their journey, they must also interact with their coworkers NPCs and engage in dialogue with them to test their knowledge of industrial safety regulations.

Project created for the “Programming for Design 3” class in Univeridad San Francisco de Quito and in collaboration with the Industrial Engineering faculty to train students during the pandemic.


Download Here!




Project developed with Oculus Quest 2, Unity, C#, VR Interaction Framework, and Visual Studio. In collaboration with Nino Ibarra.