Reconstructing the territory
I brought together historical maps, satellite imagery, and documentary sources to represent the valley’s urban growth over time.
Art, design, and programming
I develop interactive experiences through programming, design, and real-time graphics. My projects include frame-by-frame cartographic visualization, browser-based 3D simulation, location-aware augmented reality, and game visual systems.
The background is my own simulation: each visit generates a different landscape. Elevation and pressure guide the wind; the cursor leaves a current in its wake.
An animated reconstruction of Medellín and the Aburrá Valley across more than five centuries. Cartography traces how a city takes shape and helps us recognize the places we inhabit today.
Research, design, and production
Jan 2025 — Jul 2025Archivo Histórico de Medellín
Alcaldía de Medellín
I brought together historical maps, satellite imagery, and documentary sources to represent the valley’s urban growth over time.
I produced a frame-by-frame animation that connects records from different periods into a continuous geographic sequence.
The result combines data visualization, cartography, and audiovisual design to make historical and territorial information accessible to a broad audience.
A tourism experience that connects historical characters and stories to physical places in Medellín. Visitors encounter the city’s history through augmented-reality avatars and geolocation.
As technical director, I developed the avatar production workflow from historical research and contextual design, using assisted animation and manual refinement. I integrated Mapbox and augmented-reality SDKs into the Unity mobile application and resolved dependency conflicts.
Movement, visual effects, and worlds generated by rules. These projects bring together programming, mechanics design, and tools built in production teams and independent explorations.
EXPLORE EACH PROJECTOpen a case to see videos, development decisions, and the team.
Tachyon · browser 3D prototype ↗Maps where territory, connections, and risk distribution define the experience of play. Explore each one in War.app’s interactive viewer.

A dense territorial network organized into readable fronts. Expansion routes, defensive depth, and chokepoints create decisions at different scales.

Regional conquest and close-scale city control share one map. Changes in territorial density shape how players read routes, borders, and local dominance.
Explore in War.app ↗
Base game rules become contaminated sectors, safe zones, and sacrifice areas. Dangerous routes offer stronger rewards, making exposure part of territorial planning.
Explore in War.app ↗
A production-line minigame built in Figma with variables, conditional logic, scoring, and timed tasks. The prototype tests the rhythm of actions and their visual feedback.
Watch the prototype ↗
DEX · 2024Medellín Spectral Tour received this recognition at the DEX showcase for its mobile augmented-reality experience and historical storytelling.
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UPB · 2024Awarded by Universidad Pontificia Bolivariana for the highest weighted GPA in the Digital Entertainment Design Engineering program, above 4.50.
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I’m an interactive experience developer based in Medellín, Colombia. My background in Digital Entertainment Design Engineering and programming connects artistic work, design, and technical implementation.
My work includes an animated reconstruction of Medellín’s urban growth, a Unity mobile AR experience with Mapbox, a React and Three.js simulation prototype, and procedural worlds and visual systems for games. I work across interfaces, physics, shaders, and visual and audio feedback.
I work with art, design, research, and programming teams: defining production workflows, building prototypes, and resolving the technical challenges of turning an idea into a working experience.
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