Raeus Aranguren-Viegas

Game Developer
Student @ Florida International University
Bachelor's in Computer Science | Minor in Art

Skills
- Unity
- Aseprite
- Game Programming
- Game Design
- Character Creation
- Pixel Art & Digital Illustration


Projects


Sewer Wars

A 9-week Unity 2D university club project
Team Lead, Art Director
February - April 2025

2D Rogue-like rat RPGPlay as Cheddar, the Rat King in pursuit of the Sewer Queen, Brie. In order to impress her, Cheddar must defeat all her lower ranks.


Commander Coco's
Stellar Domination

36 Hour Unity 2D Project
Team Lead, Artist
September 2024

2D Endless Arcade ShooterPlay as Commander Coco, a ruthless dictator, on his journey to battle his evolutionary mortal enemy— the elusive Kitsune.Winner of Best First-Time Hacker
for ShellHacks 2024 Hackathon


Bullet Heaven

Unity2D Project
Artist, Programmer
August 2024

Bullet Hell


Elucid

A three-month long Unity2D Project
Team Lead, Artist, Programmer
May - July 2024

Can you escape the never ending void and complex circuitry?Discover The Formless's story as you light your way out of its perfect chaos.


Prismatic Peril

A 9-week Unity 2D university club project
Survival Wave Defender
Team Lead, Art Director, Artist
February - April 2024

Defend the world from corruption and bring back light to the prismatic pillars.

Prismatic Peril is a game made by a diverse team of programmers, artists, and sound designers working together within 9 weeks as part of the Florida International University Technology Club, INIT Build.


Other Projects


XR Bootcamp Project Highlights

Slime and Sanguine

Darknlyte

Space Puck

Operation: SkyReach

XR Bootcamp Project
Highlights

VR/XR with Unity
February - April 2025
Development Time: 3 months
Engine: Unity
Programming Language: C#

Tic-Tac-Toe | XR Foundations Eligibility TestFor this test, we were given a template Unity project which had the piece placement behavior and the Tic-Tac-Toe board created. Our task was to design an easy AI and a hard AI algorithm for a game of Tic-Tac-Toe that would play against you [the player].For the easy AI algorithm, I programmed it to choose a random of the available spaces on the board until it [the machine] or you [the player] wins. The algorithm creates a list of available coordinates based on empty spaces on the board. Then, it selects a random coordinate based on the available list. This method was simple and provided a non-calculating way of having the machine play against you.For the hard AI algorithm, the machine was required to calculate its next move based on the spaces available and the spaces already taken by itself and the player. The machine was required to block the player from winning moves, while prioritizing its own moves to achieve the win. All without using the minmax algorithm.I wanted to challenge myself and not program it by hardcoding every possible move. To do this, I created a system where it would dynamically read its own and its opponent's pieces and play accordingly.The algorithm first creates a list of available spaces. If it is the first round, it will select a random coordinate from that available list; If not, it will check if there is a possible win for itself.It does this by checking every direction of each already taken spot of its own in the piece's adjacent horizontal, vertical, and diagonally direction. If any of those spots have been occupied by the machine's piece, it will select the FIRST best possible move from the checked directions.After it checks all that and it does not find any possible winning move for itself, it will do the same for the pieces that the player has taken.
Finally, if the player has no possible winning move, the machine will select a random coordinate from the available spaces list.
Insight
I really wanted to challenge myself in making an algorithm that does NOT loop through the entire board every single time it wants to check for a possible space to place a pawn. The hard AI was incredibly challenging, but rewarding to program. It helped me get a better understanding of how machine learning and AI algorithms are used in games to create smart behaviors.
I programmed each algorithm difficulty, revamped the game's UI to provide better player feedback from each condition, and made a state machine to act as the turn based system for the player and the machine throughout the game.



Restricted Access >> Video TW: BRIGHT LIGHTS AND EFFECTS. PHOTOSENSITIVE
This was my submission for one of the assignments for Week 4 of the XR bootcamp.We were tasked to create a keycard + lock system to open doors. To make it interesting, I made the access card demo into a simple platform game where you take the card from the previous level to open the next level. I also added visual effects and created random materials to give the area a cool look.In previous weeks, we experimented with the global volume and lighting in Unity. As I was messing around with the overrides in the global volume as well as the skybox texture and visual, I ended up creating this effect which reminded me of the Prismatic Dye item drop from Terraria's Empress of Light boss.This global volume uses bloom, tonemapping, vignette, chromatic aberration, adjusted color curves, and film grain to achieve this psychedelic-looking effect. I think it came out pretty cool!



Lock and Load | Gravity Bullets
These were my submissions for some of the Week 7 assignments.This week's assignments were a fun challenge. I had to create multiple types of gravity manipulators (pulling objects, pushing objects, and explosions with force) as well as visually representing the projectile trajectory of a gravity-effected bullet.I created a bullet system for the gun which provided a modular base object to create multiple types of projectiles. Each bullet case had its own type of projectile and its own ammo amount. For the trajectory visual, I created a physics scene over the actual scene which calculated the positions in which the projectile would take after being shot and then rendered them visually using a line renderer.For the Lock and Load assignment, I expanded from the Gravity Bullets assignment. Taking the bullet system and adding the ability to enhance each projectile's stats with an affecter bullet that could be attached to the gun. When attached to the weapon, the affecter would enhance the projectile bullet based on the affecter's status effect.I also created a simple barrel with a health component attached to demonstrate the effects of each bullet changing. Each barrel had its own health which allowed it to take damage and respawn after it dies.



Object Debug UI
This was one of my assignment submissions for Week 8.
This assignment was incredibly fun to program. I had to create a UI panel with multiple object manipulation options. Using the objects on the platform to demo the panel buttons working.
One of the options was to have multiple buttons that changed the lights to specific colors; however, I wanted to challenge myself so I instead made a color wheel picker. It works by taking the position of the selection point and getting the pixel color from the color wheel texture at that specific position in the world and changing the color of the lights.



Safe Cracking
One of my assignment submissions for Week 8.
This was by far the most challenging assignment as I had to program a safe cracking system with actual number inputs based on the dial rotation.
Each number is calculated by taking the current rotation of the hand object, getting the delta rotation and calculating the accumulated rotation based on how many times the hand object rotates. However, I had to take into account the rotation of the dial itself. Adding the slight adjustment of what a "full rotation" meant from the dial object's rotation to accurately calculate the accumulated rotation. Then, the actual dial value is a rounded number based on all that math (using something like: currentDialValue = Mathf.RoundToInt(35.714f * currentRotation + 25f) ).I structured the safe system using a state machine to keep track of each input state. The safe had a 3 number combination to unlock. Each number had to be inputted sequentially and correctly, in order. For each input, you would interact with the dial, rotate it to the desired number, and release the dial to register the number.It works by checking each input and determining whether it is placed in the correct order. If not, the lock will fail and reset all inputted combinations; forcing you to restart from the first input.I also added a debug panel to show the current input state, rotation angle calculation, the correct number combination, and the current code index which signifies how many previous number inputs were correct.Insight
This assignment was incredibly challenging because of the interaction system and the calculations for the input number based on the dial's current rotation, while allowing it to cycle the number forwards and backwards. It took a lot of experimenting and research on how to accurately calculate the number of rotations based on an object's rotation vector.
Safe to say, I hope to never have to watch another "How to crack a safe" video ever again.

Sewer Wars

Unity2D | Team Lead, Art Director
February - April 2025

2D Rogue-Like rat RPG

Design
I really wanted to make a game about rats. So I did that.
This was my team and I's project submission for our university's tech club. The project timeframe was 9 weeks. During this time, I focused on gameplay programming and providing guidance and feedback to the technical and creative team.I programmed the game's powerup system and minion rat spawners.
The powerup works by collecting orbs to fill a meter bar, when the bar reaches maximum, the player's next attack will deal increased damage, resetting the bar's meter. The spawners work in tandem with a polygon collider which acts as the area in which minion rats spawn in and pick a position to roam to. I also designed and created all particle VFX for the player, and every boss attack.
For this project, I advised the creative team on character design, animation design, and overall theme and atmosphere for the game. I also acted as the technical team engineer advise for feedback and guidance on how features should work and how their tasks could be improved to better suit our project's needs. I also advised the audio team with developing SFX and music that ensured cohesion with the visuals and atmospheric theme.Development
As team lead for this project, I reviewed the programmer's tasks and responsibilities, assuring their work was up to acceptance for the project's needs. I acted as a code design aid, guiding them through the steps of how the game's features should work and interact with the players. I worked closely with the creative and audio team to ensure the game's theme and style remained consistent and well developed.
Insight
In the project timeframe, I took on a more management role rather than a combined engineer role as I have in other projects. This helped me get a better understanding of how to communicate with the team to ensure everyone is on task and enthusiastic about our endeavors. Something I would do differently next time would be to have each aspect of the project more closely in communication to ensure features, art, and audio remain in the desired style, wants, and needs for the project.
Development Time: 9 weeks
Team Size: 9
Engine: Unity
Programming Language: C#

My Contributions
- Organized and assessed the team's tasks and responsibilities
- Facilitated the project flow
- Designed and Created all UI art
- Made all particle system VFX
- Advised the programmers with their tasks
- Developed the game theme and concept
- Asset importation into Unity

Tools Used For This Project
- Unity 2D URP
- Git/Github (source control)
- Milanote (Organization)
- Trello (Task Management)
- Procreate
- Clip Studio Paint

Commander Coco's Stellar Domination

Unity2D | Team Lead, Artist
September 2024

2D Endless Arcade Shooter
The inspiration behind creating Commander Coco's Stellar Domination, a 2D endless arcade shooter, stems from a combination of personal elements and creative vision. The concept of Commander Coco, a dictator bunny, was influenced by my pet bunny. We wanted to give this cute yet seemingly innocent character a twist, so we imagined him locked in an epic struggle against his evolutionary predator, the kitsune, which brought an exciting narrative contrast.
Winner of Best First-Time Hacker
for ShellHacks 2024 Hackathon

Design
This game was inspired by one of my bunnies, Coco. I wanted to play with the concept of reversed roles, having the bunny be the aggressor or the predator / chaser against the mythical fox that is defending itself while trying to escape.
I took inspiration for the game's genre and game style from my previous project, Bullet Heaven.We aspired to achieve a fun and visual pleasing video game with good replayability. By making the game endless with increasing difficulty, we captured the sense of reward that comes with overcoming progressively tougher obstacles. We wanted to create something that balances fun, challenge, and uniqueness, making sure players have a reason to keep coming back for more.Development
As team lead for this project, I reviewed the programmer's tasks and responsibilities, assuring their work was up to acceptance for the project's needs. I acted as a code design aid, guiding them through the steps of how the game's features should work and interact with the players.
Due to the short deadline, my main contributions were the game's art. For this project, I wanted to focus my entire thoughts on art and animations. It was a challenge to make the game feel alive and look pleasing in such a short time. I made animations for the player character, kitsune boss, and a parallax background of stars to give the game a sense of movement and liveliness. I also designed and created the UI elements for player visual feedback.Insight
This was my team's project submission for the ShellHacks Hackathon of 2024. We were challenged to complete a tech/computer science related project within 36 hours and for this, we took our expertise and passion for game development to the test. This is the first game development project I complete in such little time, so it was truly an experience that taught me the inner workings of extremely quick production times and how to stress manage for such short deadlines.
This project was a challenge of blood, sweat, tears, and no sleep. I learned what it takes to create a game within a tight deadline while working and collaborating within a small team.Development Time: 36 hours
Team Size: 3
Engine: Unity
Programming Language: C#

My Contributions
- Designed and Created all character and UI art and animations
- Organized and assessed the team's tasks and responsibilities
- Facilitated the project flow
- Advised the programmers with their tasks
- Developed the game theme and concept
- Asset importation into Unity

Tools Used For This Project
- Unity 2D URP
- Aseprite
- Git/Github (source control)

Bullet Heaven

Unity2D | Artist, Programmer
August 2024

Bullet Hell

Design
I liked the idea of 'biblically accurate angels' and as I was sketching some character ideas, I thought "What about a fallen angel trying to escape from a larger much more powerful angel?" Taking the concept of fallen angel + holy angel. You play as the fallen angel, flying its way out of heaven. To escape, you must survive your more powerful counterpart's barrage.
For this project, I wanted to stick to a specific color palette of purples and pinks. The limited choice in colors provided a challenging but enjoyable experience with how to make the game have contrast but also look aesthetically pleasing.I specifically chose to keep the player's theme more towards the darker purples and the more powerful angel in the pinks color scheme. To emphasize the idea of the fallen angel being darker and more connected to its environment than the powerful angel. However, they share a piece of each other in the color their iris glows, signifying their connection despite existing for opposite beliefs.Development
For this project, I contributed to an equal part in the creative and technical aspects. This game was more of an experimental idea on how to make interesting bullet hell style attack patterns in a side-scroller 2D game. Connecting it with a node based progression system.
Insight
In this project, I learned how to make attack pattern loops, parallax backgrounds, and more intricate pixel art animations.
Development Time: 1 month
Team Size: 2
Engine: Unity
Programming Language: C#

My Contributions
- Programmed Boss Attacking Behavior Loops
- Programmed Parallax Background
- Developed More Intricate Character Animations and Feedback
- Designed and Created all character and UI art and animations
- Developed the game theme and concept
- Asset importation into Unity

Tools Used For This Project
- Unity 2D URP
- Unity Particle System
- Aseprite
- Git/Github (source control)
- Milanote (for management, organization, and design)

Elucid

Unity2D | Team Lead, Artist, Programmer
May - July 2024

In Elucid, you play as a flame trapped within a being's perfect creations. Trying to escape its never ending void and complex field of mirrors, you discover The Formless's story as you light your way out of its perfect chaos.

Design
I wanted to play with the concept of horror/thriller within a non-representational setting. I wanted the game to give a feeling of uneasiness and confusion as you play in a world that is dark and eerie while having a hopeful undertone as you light your way out of the darkness.
We took inspiration from the game, Limbo, by PlayDead for the ambience and mood of the game. For the laser beam mechanics, we took inspiration from a game called Heartbound, by PirateSoftware, and Kingsgrave, by Egg or Chicken Games.Development
As team lead, I organized and reviewed the team's tasks and managed their responsibilities. We met twice a week to discuss and review previous work, making sure we organized and pushed to the project when the work met our acceptance. We used Milanote for organizing responsibilities, but also to design and organize our work and inspirations.
My main contributions were part of UI and the Creative designs for the game. I worked with Unity's particle systems and line renderer to create the laser beam visuals and the portal VFX along with the code behind their interactions. As part of creative designs, I came up with the concept of the game and theme design as well as the mechanics for gameplay. I was the main artist, designing and creating all environmental, player, and UI art assets. And I also dwelled in level design.I programmed the game's interaction system using Raycast 2D, working in tangent with a shader graph that creates an outline for sprites. The system used raycast to detect which objects were part of the 'interactables' interface and outlined them using the shader when they were within the player's interaction detection range. Pairing Unity events with the input system, an interaction would be completed when the input is detected and the interactable object is within the raycast detection.Insight
In this project, I learned about raycast, line renderer, puzzle and level design, and Smart Lighting 2D.
Development Time: 3 months
Team Size: 5
Engine: Unity
Programming Language: C#

My Contributions
- Organized and assessed the team's tasks and responsibilities
- Designed and created all player and environmental assets
- Developed the concept and game design, capturing the atmosphere and theme
- Programming Management
- Game Flow and Balancing
- Interactables System using Raycast 2D
- Unity Outline Shader For Sprites
- Particle System VFX
- Asset importation into Unity
- Main Menu and Challenge Level UI Design
- Challenge Level UI Art Assets

Tools Used For This Project
- Unity 2D URP
- Unity Shader Graphs
- Unity Particle System
- Smart Lighting 2D
- Aseprite
- Git/Github (source control)
- Milanote (for management, organization, and design)

Prismatic Peril

Unity2D | Team Lead, Art Director, Artist
February - April 2024

Wave Defender Game
As the last Prism Guardian, you stand between the radiant crystals and the soul-devouring corrupted beings of pure hunger and destruction.

Design
I took much inspiration from one of Terraria's in-game events called The Old One's Army. I wanted to combine it with the idea of a seemingly open-world where the player must explore to find their next objectives.
Development
This was a game we made as part our university club project. The project timeframe was 9 weeks (Late Feb - Early August). Our team members were fairly new to Unity's work environment, so for this project, I took the opportunity to teach and advise the team on the basics of game design and development. As team lead, I organized and assessed the team's code using Git/Github as source control and used Milanote for organizing our design process and task management.
My main contributions were part of the creative design. I created all the environmental, player, and VFX for the game. In this project is where I made a Unity shader that creates an outline for sprites with color customization. The way it works is by taking the main texture and offsetting it in 4 directions in an exact pixel size, and then separates that offset from the original texture and colors it to create the outline.A lot of the game's VFX use Unity's particle system which work in connection to the interactions happening in the game. We also used Unity's light 2D to create ambience and contrast as well as to give the feeling of magic to the fantasy aspect of the game.I programmed the game's chest drops and interaction system. The interaction system would collect a list of objects composed of the 'IInteractables' interface that were within the collision distance of the player. When the input interaction is registered, the InteractionDectector script would perform the interaction for the first element on that list. This system also activates the outline shader which provides visual feedback to the player that they are within interaction distance for that interactable object.The chest drop mechanic would instantiate a random element from a list of possible drops. Each drop would have their own % drop chance that determines which drop is selected when the interaction on the chest is completed.Insight
In this project, I learned about Unity's tilemap system, Unity URP Shader Graph, state machine patterns, player skills, balancing player skills and reward outcomes with game difficulty, UI and menu UX design, and animation effects using Unity's Particle System.
Development Time: 9 weeks
Team Size: 12
Engine: Unity
Programming Language: C#

My Contributions
- Programming Management
- Organized and assessed the team's tasks and responsibilities
- Lead the artistic team to capture the game's atmosphere and enticing graphics.
- Game Flow and Balancing
- Chest Drop System
- Interactables Objects
- Unity Outline Shader For Sprites
- Particle System VFX
- Asset importation into Unity
- Environmental Tile Assets
- Character Art Asset
- Main Menu and Character Select UI Design
- In-Game UI art and Design

Tools Used For This Project
- Unity 2D URP
- Unity Shader Graphs
- Unity Particle System
- Smart Lighting 2D
- Aseprite
- Git/Github (source control)
- Milanote (for management, organization, and design)

Slime and Sanguine

Unity 2D URP | Artist, Programmer
November 2023 - January 2024

Deliver the dish or expect your demise.

You're a vampire chef trying to cook the best meals for a slime boss threatening to consume your home!

Development Time: 2.5 Months
Team Size: 2
Engine: Unity
Programming Language: C#

My Contributions
- Input system
- Player abilities
- Enemy types
- Interactable objects
- Workstation objects
- Timer mechanic and visuals
- Menu mechanics and visuals
- Character, Environment, Objects, and UI art assets
- Main Menu and In-Game UI Design

Tools Used For This Project
- Unity 2D URP
- Unity Shader Graphs
- Unity Particle System
- Aseprite
- Git/Github (source control)
- Trello (for task management and organization)

Darknlyte

Unity2D | Artist, Programmer
May - July 2023

Protect your pawns and fight against an almighty opponent in a battle of dark and light!
Turn based Battleships game

Design
Darknlyte was inspired by the board game, Battleships where you place your pawns and attack the enemy by guessing where they placed theirs. I wanted to add a fantasy spin to battleships, so in Darknlyte you play as the dragon commander for the Dark Fleet. You combat against the Light Commander and its fleet of light creatures.
I used the concept of light and dark to provide contrast for the characters, but also included aspects of each other in their design to signify their connection. I wanted to play with the opposite of stereotypes when it comes to the idea of light and dark. Darknlyte's dark characters have rounded characteristics while light characters are sharper and more angular. The organic characteristic makes the character seem less aggressive compared to the more geometric characteristics.As for the aesthetic, I wanted to experiment with using only black and white as the main colors. We strived to keep this idea till the end, but then decided on adding a defining accent color for the attack VFX.Insight
This is the first turn-based game I ever made, so It was interesting learning the basics of state machines.
Development Time: 3 Months
Team Size: 2
Engine: Unity
Programming Language: C#

My Contributions
- Input system
- Turn mechanic and visuals
- Combat mechanics
- Attack VFX system
- Character art assets
- Environmental art assets
- UI Design (in-game and menus)

Tools Used For This Project
- Unity 2D URP
- Clip Studio Paint
- Git/Github (source control)
- Trello (for task management and organization)

Space Puck

Unity2D | Artist, Programmer
February 2023

Shuffleboard in space! How many points can you get within a limited time?My Contributions
- Level design / balancing
- Click and drag puck movement mechanic
- Level obstacles
- Timer mechanic and visuals
- Environmental art assets
- UI Design
Tools Used For This Project
- Unity 2D URP
- Clip Studio Paint
- Git/Github (source control)
- Trello (for task management and organization)

Operation: SkyReach

Unity 2D | Art Director
September - December 2022

A fast-paced vertical platformer that follows a cute robot racing its way to the top of a mysterious tower. With a variety of platforms, your special hooking ability, and dangerous enemies, this adventure will take you either for a climb, or take you for a plummet, falling into a never-ending void...

Development Time: 9 weeks
Team Size: 12
Engine: Unity
Programming Language: C#

My Contributions
- Lead the artistic team to capture the game's atmosphere and enticing graphics.
- Asset importation into Unity
- Level design
- Game flow balancing

Tools Used For This Project
- Unity 2D URP
- Aseprite
- Git/Github (source control)
- Trello (for task management and organization)