TECHNICAL DESIGNERVANCOUVER, BRITISH COLUMBIA

Tobias Arrieta

Gameplay systems · Design tools · Procedural simulation

I design and implement gameplay systems, designer-facing tools, and procedural simulations in Unreal Engine 5 and Unity. The case studies below include working prototypes, runtime captures, parameters, constraints, and team context.

This background creates a new terrain seed on each visit. The wind field responds to elevation and pressure; moving the cursor emits a short stream in the direction of travel.

01 / SELECTED WORK

Three technical design records

Each report separates the design question, implementation, exposed data, edge cases, collaboration, and available evidence.

FIELD REPORT / 01

A first-person movement shooter set in an open asteroid field. I implemented the systems that populated, bounded, and visually communicated that space.

ROLE
Technical Designer
ENGINE
Unity
TEAM
6 people
STATUS
Shipped VFS team project
C#PhysicsDesigner-facing dataShaders & VFXDebugging
ASTEROID SYSTEM / RUNTIME CAPTURE
The manager creates a moving field inside the playable volume, fragments impacted asteroids through three size tiers, and recycles objects that cross the boundary.
DESIGN INTENT

A moving combat space with no visible edge

The environment needed enough motion to remain active during a five-minute encounter while preserving the impression of open space.

IMPLEMENTATION

One manager, reusable modules

Population, size distribution, motion, fragmentation, wrapping, ghost copies, and material fading were separated into tunable responsibilities.

EDGE CASE

Wrapping without visible teleportation

A darkened ghost copy continues the departing trajectory while the original is recycled. The copy fades and keeps its spin, hiding the discontinuity.

CAPTURED AUTHORING SURFACE

Parameters exposed for design iteration

The recorded configuration below shows the kind of control given to the level designer. Runtime safety and object lifecycle remained inside the implementation.

Population
100 initial asteroids
Spatial bounds
219.1 spawn radius · 280.7 wrap radius
Motion
Initial speed, maximum speed, rotation, direction bias, bias strength
Fragmentation
3 children · 3 size tiers · impact threshold · inherited mass
Wrap feedback
Ghost lifetime, material, spin retention, fade distance
KILLZONE / SPATIAL FEEDBACK
A lightweight radial projection introduces the boundary, then reveals a black-hole distortion as the player approaches the limit. Scale and tracking logic are independently adjustable.
PLAYER-DATA-DRIVEN VFX
Screen shaders, distortion, post-processing, and destruction feedback are driven by gameplay state and player distance.
COLLABORATION

A directional control requested by level design

The level designer needed zones where the asteroid field suggested a direction of travel. I added a bias vector and strength value without replacing the system's random motion.

TEAM
  • Tobias Arrieta — Technical Design
  • Patrick Christianson — Production
  • Ken Arigo — Gameplay Engineering
  • Brady AJ Winger — 3D Art
  • Adrian DeRango — Level Design
  • Quinn Van De Keere — AI Programming
OUTCOME

Designer-tunable systems carried into the shipped build

The final game includes the asteroid lifecycle, directional bias controls, killzone feedback, player-driven shaders, post-processing, and cinematic destruction sequences.

02 / ADDITIONAL RECORD

Awards, maps, interactive media, and public outcomes

DEX certificate for Medellín Spectral Tour, Best Interactive ExperienceDEX SHOWCASE · 2024

Best Interactive Experience

Medellín Spectral Tour combined Unity, augmented reality, geolocation, and culturally grounded character work.

View certificate ↗
Universidad Pontificia Bolivariana Honor Scholarship recognition for Tobias Arrieta MachadoHONOR SCHOLARSHIP · 2024

Highest weighted GPA

Universidad Pontificia Bolivariana awarded this distinction for the highest weighted GPA in the Digital Entertainment Design Engineering program, above 4.50.

View recognition ↗
Turn-based strategy map with territories and connection pathsTURN-BASED STRATEGY MAPMAKING

3 maps used in 125 War.App matches

The map record also includes two additional maps developed for Age of Conquest IV.

Watch a match recap ↗
Medellín street network comparison between 1905 and 2025DATA STORYTELLING · 55K VIEWS

Medellín urban expansion timelapse

A historical animation built from changing urban boundaries and presented as a continuous geographic record.

Watch the timelapse ↗
Kola Factory production line prototypeINTERACTIVE PROTOTYPE · 2024

Kola Factory

A real-time production-line minigame built in Figma with variables, conditional logic, scoring, timed tasks, and synchronized feedback.

Watch the prototype ↗
03 / ABOUT

Background

I'm a game developer and Technical Designer based in Vancouver. My background in Digital Entertainment Design Engineering and game programming lets me work between design, data, scripting, feedback, documentation, and debugging.

Cartography, history, strategy games, and simulation shape the subjects I return to: interconnected spaces where rules become visible through motion and play.

2025—2026Diploma, Programming for Games, Web & MobileVancouver Film School
2021—2025B.Eng., Digital Entertainment DesignUniversidad Pontificia Bolivariana
TOOLS

Engines, languages, and production tools