Projects

Featured Work

A selection of projects that showcase my skills in development, design, and technical art.

Interactive 3D Website | DigitalTwin Technology GmbH

Developed and optimized a Unity-based 3D website (WebGL, PC, Mobile) by designing and implementing interactive UI/UX systems, camera interaction features, and multi-language support, which boosted user engagement by 15% and reduced manual configuration effort by 35%. I also implemented WebGL performance optimizations to reduce website's load times and ensure smooth real-time interactions with 3D models and animations. Additionally, I built and integrated an automated build packaging tool using Unity Editor scripting and Inno Setup, cutting manual build time by nearly 60% and improving deployment reliability. These contributions enhanced overall performance, streamlined workflows for the team, and delivered a more engaging, accessible, and efficient experience for end users.

Unity
C#
OOP
Tech Art
3D Art
UI/UX
WebGL
Mobile
Desktop
Tooling
InnoSetup
Git/GitHub
Performance Optimization
Digital Twin
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Alien: Nemesis

Worked as Art Lead for the indie game Alien: Nemesis, where I coordinated and mentored a 6-member art team using Agile methodologies, ensuring smooth cross-department collaboration and delivering 90% of milestones on schedule. I also designed and produced over 60 polished 2D and 3D assets, animations, and visual effects, maintaining strong artistic consistency that significantly enhanced player immersion and contributed to the game’s positive reception post-release by professionals from the spanish video games industry.

Maya
3ds Max
Subtance 3D Painter
Photoshop
Figma
Audacity
VFX
3D Art
UI/UX
Agile
Leadership
Git/GitHub
OOP
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Primavera Pulse | Primavera Sound Festival Companion App

Primavera Pulse is a gamified companion app designed to enhance the Primavera Sound Festival experience by merging real-world interaction and digital engagement. The project was developed as a prototype that connects attendees through missions, challenges, collectibles, and team-based games, encouraging exploration, socialization, and replayability during the festival’s 5-day span. Built around user gamification, the app features a point and reward system, geolocation-based missions, and artist collectible icons that users can share via QR codes. It provides an innovative way to foster community engagement and increase festival participation, while maintaining a strong focus on ethical design, privacy, and accessibility. You can try the interactive Figma prototype by clicking on the 'View Project' button below.

Figma
Miro
Canva
Google Framework
Notion
UI/UX
Gamification
User Research
Prototyping
User Testing
Accessibility
Ethical Design
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WeatherTune App | UI/UX Design & Prototyping

WeatherTune is a sleek and intuitive weather forecasting mobile application designed and developed from scratch using Figma and Flutter. The app delivers accurate real-time weather data with a clean and modern interface focused on clarity and ease of use. Users can access up-to-the-minute weather conditions, along with a 4-day forecast to help plan ahead effortlessly. The prototype was fully designed in Figma, ensuring a smooth user experience with a polished visual style. The application is powered by the OpenWeatherMap API for fast and reliable data retrieval. You can try the interactive Figma prototype by clicking on the 'View Project' button below.

Figma
UI/UX
Flutter
Dart
App Development
Prototyping
User Research
User Testing
Accessibility
Click to see more details
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InnoSetup Installer Tool | Unity

The InnoSetup Installer Tool is a powerful and user-friendly solution designed to automate the creation of professional Windows installers for your Unity desktop projects. Developed with the needs of a technical artist in mind, this tool integrates directly into the Unity Editor, streamlining the build-and-install process into a single, cohesive workflow. By leveraging the free and robust Inno Setup compiler, this tool takes your Unity Player Settings and build output, injects them into a customizable script template, and compiles a final, distributable .exe installer. Whether you are a solo developer or part of a larger team, the InnoSetup Installer Tool simplifies the process of creating installers, allowing you to focus on developing your game or application rather than worrying about deployment logistics. This tool is currently in development and will be publicly available soon on the Unity Asset Store. Stay tuned!

Unity
InnoSetup
Installer
Tooling
Package
C#
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The Toy Box

The Toy Box is a role-playing game where a group of friends explores a mysterious toy store filled with themed zones, unique characters, and interactive challenges, all while trying to reunite and return to the real world. In this project, I served as team manager, coordinating multiple departments to ensure smooth collaboration and timely progress across art, design, and programming. Alongside management responsibilities, I contributed to technical development by implementing gamepad controls for an improved player experience and supporting the creation of the game’s official website. This project allowed me to combine leadership with hands-on technical work, strengthening my ability to manage multidisciplinary teams while contributing directly to gameplay and user-facing features.

C++
SDL2
Visual Studio
WebDev
UI/UX
Team Management
Leadership
Playtesting
Optimization
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HyperStrike | 3vs3 Multiplayer Game

HyperStrike is a vertical slice prototype developed as my Bachelor’s Degree Final Project. The game combines elements of sports gameplay with hero shooter mechanics to create a fast-paced, team-based experience. My main responsibility was the complete 3D art production. I designed and created three playable characters (DPS, Tank, and Healer), a modular arena environment, and supporting props. All assets went through a professional pipeline: sculpting, retopology, UV mapping, baking, texturing, and integration in Unity. The final result is a functional prototype that delivers a clear vision of the game concept, with polished visuals and a cohesive art style inspired by titles like Overwatch and Rocket League. This project served as both a showcase of technical 3D skills and teamwork, and as a strong addition to my professional portfolio.

Unity 6
ZBrush
Maya
Subtance 3D Painter
Photoshop
Shader Graphs
Git/GitHub
Character & Environmental Art
Lighting
VFX
Playtesting
OOP
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Speed | 3D Character

Speed is a 3D Character I did during one of my lessons for the Bachelor’s Degree in Video Game Design and Development at CITM UPC university in Barcelona. This can be considered my first character creation, and the main goal of this project was to create a 3D Character that could then be used within a Game Engine in any personal project. All the assets I used were done by myself from scratch. This project also served as a means for me to continue learning new skills and refine my pre-existing abilities. I first started using ZBrush to create a Character Blockout to then end up with the final sculped High Poly version. After that, I used Maya to create the retopology of the character to make it performance-friendly. Then, I took the Low Poly version to Substance 3D Painter to bake and texture it all using PBR materials. Then, I created a simple rig in Maya, which allowed me to create some poses and basic animations. Finally, I compiled a scene in Marmoset Toolbag and created some renders and put it all together in Adobe Photoshop.

PureRef
ZBrush
Maya
Substance 3D Painter
Marmoset Toolbag
Photoshop
Character 3D Art
Lighting
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Crashwall | 3D Football Player

Crashwall is a Stylized 3D Character I did for the Vertical Slice of 'HyperStrike' a 3vs3 multiplayer fast-paced game prototype that blends 2 game genres: Sports & Hero Shooters. This piece was made for my Bachelor's Degree Final Thesis Project at the Image Processing and Multimedia Technology Center from the Polytechnic University of Catalonia · BarcelonaTech. This project served as a means for me to continue learning new skills and refine my pre-existing abilities from previous projects and artwork pieces. I first started using PureRef to gather all the references used to create the Character Design, then moved to ZBrush to create a Character Blockout to then end up with the final sculped High Poly version. After that, I used Maya to create the retopology of the character to make it performance-friendly. Then, I took the Low Poly version to Substance 3D Painter to bake and texture it all using PBR materials. Finally, I compiled a scene in Marmoset Toolbag and created some renders, and put it all together in Adobe Photoshop.

PureRef
ZBrush
Maya
Substance 3D Painter
Marmoset Toolbag
Photoshop
Character 3D Art
Lighting
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