R&D and Intellectual Property

Intellectual Property Registration

Project Name Valentina: Narrative Stealth & Puzzle Game Demo (Registered IP)

Brief Description A playable demo of a narrative video game combining stealth mechanics and puzzle-solving within a post-apocalyptic environment. The project has been legally formalized and holds an official intellectual property registration.

Role Level Designer, Narrative Designer & Co-Author. Designed the complete story, structured the narrative progression, and built the level architecture. Additionally, managed the legal framework alongside my team to register the project as a software work.

Technologies Used Unity 3D, C#, Level and Narrative Design Tools, and Legal Documentation Processes (SENADI).

Problem or Need Addressed The challenge of cohesively weaving a deep narrative in a post-apocalyptic world with active stealth mechanics, alongside the formal need to protect the intellectual property of a software product created at the university level.

Results Obtained To consolidate our creation, I co-designed the levels and narrative of the demo, and navigated the legal framework. This successfully resulted in obtaining an Official Copyright Certificate issued by the Ecuadorian government (SENADI

Research Paper:

Procedural Map Generation via Modular Geometry in Unity

Brief Description An academic research paper co-authored with a colleague proposing an optimized mathematical method for procedural 3D map generation. The study segments the generation using modular geometry (triangular, quadrangular, and polygonal).

Role Lead Researcher & Co-Author. Responsible for formulating the mathematical logic, researching the segmentation of geometric processes to prevent performance overhead, and writing the technical findings.

Technologies Used Unity 3D, C# (for theoretical validation of the procedural generation), Mathematical Geometry, and Academic Writing Software.

Problem or Need Addressed The lack of agile and straightforward tools in the industry to generate procedural maps without causing severe processing spikes (overhead), and the resulting increase in 3D game production costs.

Results Obtained To optimize production costs and performance, I researched and applied specific mathematical formulas to different geometric shapes. This resulted in an efficient procedural generation method that prevents excessive processing dependencies, formally documented in this paper.