Francisco Jara. Chile, 2024.
Description:
This project consists of an arcade runner video game developed for the “Las Condes" interactive museum. The key feature is that players can use their body motion to engage in gameplay. The system was made to work with a Kinect device, which tracks users' movements and turns them into game inputs.
Responsibilities:
I was the lead programmer and director of the game. Additionally, I actively participated in other processes, including level design, game design, QA, and project management.
Made with:
Unity, Kinect, Windows.
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
This mini project is a refreshed version of “Flappy Bird”, featuring a new design and gameplay mechanics. The idea stemmed from a previous project I developed at “Invadelab” for a client. The goal was to remake the game, enhancing its complexity and making it more varied and challenging. This was a solo development project.
You can play it now. Have fun!
Responsibilities:
This was a solo development project, spanning from the initial concept to the final product. I handled every aspect of the process, including brainstorming the core ideas, designing the game mechanics, coding, and polishing the final version. This experience allowed me to bring my vision to life and refine my skills in game development, project management, and creative problem-solving.
Made with:
Unity, WebGL
Description:
VR Advergame for Lenovo and Ducati brands. Users could ride a real Ducati motorcycle while wearing a Meta Quest 2 headset to experience a virtual racing experience. The game responds to the player's acceleration and inclination on the motorcycle.
Responsibilities:
I was responsible for gameplay programming, level design, and cinematic animations. Additionally, I participated in the project's asset management process and QA.
Made with:
Unity, Oculus SDK, Windows.
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
Project developed for “PAR Explora O'Higgins” and the Water Museum of “O'Higgins” university. The experience educates users on the hydrological water cycle of a hydrographic basin using a VR mockup. Players can interact with buttons to trigger animations, visual effects, voiceovers, and more.
Responsibilities:
My primary contribution was designing and building each of the mockups. By leveraging my level design expertise and applying various tools and techniques, I successfully met all the project's requirements.
I also took on the role of software engineer, developing the system architecture, implementing various software components, iterating on prototypes, fixing bugs, and writing maintainable code.
It is worth noting that I collaborated on user experience enhancements.
Made with:
Unity, Oculus SDK
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
This VR app explores the discovery of "El niño del Cerro El Plomo" and his connection to Inca culture. In order to reach the summit users must travel through 360-degree images of Mount El Plomo, play interactive games, and view multimedia content.
Responsibilities:
As a software engineer on the project, I was responsible for developing and documenting the system architecture, implementing various software components, and writing maintainable code. I iterated on prototypes, prepared comprehensive documentation, and fixed or identified bugs. Additionally, I collaborated closely with multidisciplinary teams and resolved technical issues as they arose.
It is worth noting that, on some occasions, I collaborated on the project's asset management and user experience enhancements.
Made with:
Unity, Oculus SDK
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
Developed in collaboration with Movilidad Vial for Conaset, this educational project is used in schools to teach students about road safety regulations through a series of interactive mini-games.
Responsibilities:
As a software engineer on the project, I was responsible for developing and documenting the system architecture, which consists of the following requirements: a modular and scalable mini game system, a voice-over manager, a scalable crossword puzzle system, and a scalable trivia game system.
My other responsibilities were implementing various software components and writing maintainable code. I iterated on prototypes, prepared comprehensive documentation, and fixed or identified bugs. Additionally, I collaborated closely with multidisciplinary teams and resolved technical issues as they arose.
It is worth noting that, on some occasions, I collaborated on the project's asset management and user experience enhancements.
Made with:
Unity, Android, WebGL
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
This augmented reality project was developed to promote Hoowin toys. The app recognizes the logo image and displays various interactive environments. Users can choose any of the 4 available characters and play with them in dynamic miniature worlds.
Responsibilities:
My role was lead programmer for the project, developing the system architecture, implementing various software components, iterating on deliverables, fixing bugs, and writing maintainable code.
I also took part in level design, the project's asset management, QA, and user experience enhancements.
Made with:
Unity, Vuforia, Android
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
This mobile app was created for the book "Molinai, el encuentro con la naturaleza." Using the device's camera, users can view extended content from the book, enhancing their experience with animated illustrations, sound, and visual effects.
Responsibilities:
My responsibility was programming the AR logic for the book app, developing the system architecture, iterating on prototypes, and fixing bugs.
It is worth noting that I collaborated on the project's asset management, QA, and user experience enhancements.
Made with:
Unity, Vuforia, Android, IOS
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
An augmented reality application developed for Mutual de Seguridad, this software provides immersive training on the correct use of fire extinguishers. It leverages advanced AR technology to create realistic fire scenarios, allowing users to practice extinguishing fires in a safe, controlled environment.
Responsibilities:
I was in charge of the overall AR experience logic, from programming the fire extinguisher system to developing the simulated fire algorithm.
Made with:
Unity, Android, Vuforia
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
Mobile videogame developed for Pepsi App. Players must collect bottle caps to get the highest score in the game. The app records video during gameplay to allow the user to share it to social media platforms.
Responsibilities:
I was the lead programmer and director of the game. Additionally, I actively participated in other processes, including level design, game design and QA.
Made with:
Unity, Open CV, Android
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
This digital comic showcases the traditional way of life in the communities of Mamiña, Iquiuca, and Quipisca. Users can navigate through the book, interact with each panel, and switch between different languages.
Responsibilities:
As the lead programmer for this project, my primary responsibility was to develop a dynamic language system for the comic book. This system enables users to seamlessly switch between four languages: Spanish, Quechua, Aymara, and English.
Made with:
Unity, Android, IOS
Disclaimer: The recordings in this video are the exclusive property of InvadeLab.
Description:
RPG, turn-based and roguelike demo videogame developed in collaboration with Niebla Games. This project consists of a single-player game in which you have to navigate through different maps, survive to multiple monster encounters, and get the most items and points you can. The purpose of this project was to serve as an MVP to show to publishers and to exhibit at videogame events.
Responsibilities:
As a software engineer on the project, I was responsible for developing and documenting the system architecture, which consists of the following requirements: a dynamic dialogue system, a game task manager, a quest manager, and an isometric view navigation system.
My other responsibilities were implementing various software components and writing maintainable code. I iterated on prototypes, prepared comprehensive documentation, and fixed or identified bugs. Additionally, I collaborated closely with multidisciplinary teams and resolved technical issues as they arose.
It is worth noting that, on some occasions, I collaborated on the project's asset management and user experience enhancements.
Made with:
Unity, Windows
Description:
AR project about an interactive book named after “El Sol: aprende, pinta y juega en 3D”, in which users can watch extended content through this app. The most interesting feature is that you can paint book's illustrations and project them in a 3d environment by using the device's camera.
Responsibilities:
As a software engineer on the project, I was responsible for developing and documenting the system architecture, implementing various software components, and writing maintainable code. I iterated on prototypes, prepared comprehensive documentation, and fixed or identified bugs. Additionally, I collaborated closely with multidisciplinary teams and resolved technical issues as they arose.
It is worth noting that, on some occasions, I collaborated on the project's asset management and user experience enhancements.
Made with:
Unity, Open CV, Vuforia, Android, IOS
Description:
This project was made as a consequence of a previous application I've developed a few years ago. It is based on "El Sol en 3D".
The purpose of this project is to improve the image target capture algorithm by applying software engineering principles and make it available as a template.
Disclaimer: InvadeLab holds exclusive ownership of the source code.
Responsibilities:
As the software engineer, I developed the image target capture system. My responsibilities spanned the entire project lifecycle, from conceptualization and documentation to coding and testing.
Made with:
Unity, Vuforia, OpenCV
Description:
This is a tech demo created for a social app prototype. The algorithm shows off its ability to detect a face from a picture and project its shape onto a 3D-modeled face.
This demo can be downloaded and installed on any Android mobile device, from API level 22 to 33. Click the link below and request permission to get an “.apk” copy.
Disclaimer: InvadeLab holds exclusive ownership of the source code.
Responsibilities:
The system originated from my contributions to a previous project at InvadeLab, which was eventually canceled. I was responsible for the face detection and extraction algorithm. My primary objective for this project is to enhance this feature and showcase it as a tech prototype.
Made with:
Unity, OpenCV, Android
Description:
In 2022, I was awarded a scholarship from CORFO to take a course on Unreal Engine 5 for AR and VR applications. The following video showcases the demo project I developed for the final exam. I successfully passed with a score of 6.5 out of 7 and received the course certification.
Responsibilities:
This was a solo development project, spanning from the initial concept to the final product. I handled every aspect of the process, including brainstorming the core ideas, designing the game mechanics, coding, and polishing the final version. This experience allowed me to bring my vision to life and refine my skills in game development, project management, and creative problem-solving.
Made with:
Unreal Engine 5
Description:
I have created numerous Instagram filters for BTL advertising campaigns using "Meta Spark Studio" platform. These filters provide augmented reality content that engages users through interactive and playful experiences.
The following video reel showcases some of the most significant projects I have contributed to.
Responsibilities:
My role was lead programmer for most of the projects, developing the system architecture, implementing various software components, iterating on deliverables, fixing bugs, and writing maintainable code.
I also took part in level design, the project's asset management, QA, and user experience enhancements.
Made with:
Meta Spark Studio, Javascript
Disclaimer: Most of the recordings in this clip are owned by InvadeLab.
Description:
This Instagram filter features a mini video game that challenges players to keep a football in the air by bouncing it off their heads. The aim is to prevent the ball from hitting the ground and achieve the highest score possible.
The biggest challenges were simulating the soccer ball's physics and detecting head collisions. Since Meta Spark Studio doesn't offer a built-in physics engine, this was achieved through a combination of a visual programming tool and custom JavaScript code.
Play my game on Instagram by following this link.
Disclaimer: InvadeLab holds exclusive ownership of the source code.
Responsibilities:
This was a solo development project, spanning from the initial concept to the final product. I handled every aspect of the process, including brainstorming the core ideas, designing the game mechanics, coding, and polishing the final version. This experience allowed me to bring my vision to life and refine my skills in game development, project management, and creative problem-solving.
Made with:
Meta Spark Studio, Javascript
Description:
From 2015 to 2017, I worked at Sumersion Studio as a Game Designer Assistant for the project "3 Days of Darkness." This survival horror video game combines action, rail shooter, and RPG elements.
Here is a video showcasing some of my contributions.
Responsibilities:
In this project, I took on various roles, including project's asset management, game design, and QA. However, my primary responsibilities were level design and cinematic animation.
Made with:
Unity
Description:
In 2014, I participated in the “Extreme Workshop VG Chile” game jam, an event dedicated to fostering creativity and innovation in game development. Among all the submissions, our project “Amuleto de Mara”, stood out and won the “Design and Gameplay” category.
Responsibilities:
As the Lead Game Designer, I played a crucial role in guiding the creative and technical aspects of the project. My responsibilities included conceptualizing the core gameplay mechanics, designing engaging levels, and ensuring a seamless player experience. Collaborating closely with a talented team of artists and programmers we were able to bring "Amuleto de Mara" to life and gain recognition at the event.
Made with:
Construct 2
Description:
In 2015, I created this video as a portfolio reel displaying my work as a game developer up to that point. The video highlights various projects I have created, illustrating my skills in conceptualizing gameplay mechanics, designing engaging levels, and showing my multidisciplinary development abilities.
Responsibilities:
Most of my work involved prototyping for differents clients and personal projects.
Made with:
Blender, Construct 2, Unity, Audacity, Adobe After Effects
Description:
Around 2013 and 2014, my interests centered on puzzle and retro games, leading me to develop a prototype using Construct 2. My goal was to create a project with innovative ideas and engaging mechanics. This is how "Tiles" was born, a video game featuring 10 challenging levels where players must figure out how to solve each stage.
Do you enjoy solving problems in your spare time? You can play my game right now. Give it a try!
Responsibilities:
This was a solo development project, spanning from the initial concept to the final product. I handled every aspect of the process, including brainstorming the core ideas, designing the game mechanics, coding, and polishing the final version. This experience allowed me to bring my vision to life and refine my skills in game development, project management, and creative problem-solving.
Made with:
Construct 2
Description:
This personal project was developed for my bachelor's degree thesis in game design at ARCOS Professional Institute. This demo is a puzzle platformer game in which you take control of a cute kitten who must escape from labyrinthine landscapes influenced by Escher's masterpiece "Day and Night" (1938). The core mechanic involves switching between the background and foreground of an environment by executing specific actions in order to progress through each level.
I successfully passed the final exam due to the originality of the idea and the quality of the content, earning my degree in Game Design.
This demo can be downloaded and played on any Windows device (from 7 to 11). Simply click the button below and request permission to obtain the executable file.
Responsibilities:
This was a solo development project, spanning from the initial concept to the final product. I handled every aspect of the process, including brainstorming the core ideas, designing the game mechanics, coding, and polishing the final version. This experience allowed me to bring my vision to life and refine my skills in game development, project management, and creative problem-solving.
Made with:
Blender Game Engine
Description:
This is an AI assistant prototype, enhanced with mixed reality technology. The goal of this project is to help users practice and improve their spoken English skills through interactions with an AI-powered assistant in an augmented reality experience.
In order to achieve this idea, I’ve combined several state of the art technologies which I will describe in the following text.
- Unity 3D Engine.
- Meta XR SDK Unity integration.
- Artificial intelligence APIs such as: Whisper AI, Llama 3 and Wit.ai.
Responsibilities:
This was a solo development project, spanning from the initial concept to the final product. I handled every aspect of the process, including brainstorming the core ideas, designing the game mechanics, coding, and polishing the final version. This experience allowed me to bring my vision to life and refine my skills in game development, project management, and creative problem-solving.
Made with:
Unity, Meta XR SDK, Whisper AI, Llama 3, Wit.ai
Description:
Virtual reality simulation for the training and evaluation of prevention officials developed for the Fulcro labor competency evaluation and certification center.
This app was developed in collaboration with the company Pignus VR.
Responsibilities:
I led the technical area of development by building the application code from its foundation to the final details of the project. Additionally, I contributed to the level design of the simulation, user experience, 3D modeling, and QA testing.
Made with:
Unity, Meta XR SDK, Blender 3D
Description:
Metaverse project developed for Pignus VR SPA as a multiplayer digital platform designed to train, strengthen, and assess professional skills. The experience presents various challenges to a group of users, who must solve them collaboratively within a set timeframe.
Responsibilities:
I was responsible for building the foundation of the multiplayer system using Photon Fusion 2, integrating Ready Player Me avatars into the Meta XR VR rig, implementing a real-time avatar selection and loading system, connecting the application to a database, and managing the disconnection of active sessions.
Made with:
Unity, Meta XR SDK, Photon Fusion 2, Ready Player Me
Greetings! My name is Francisco Jara, and I am a software engineer based in Chile, Latin America. Over the past 9 years, I have dedicated myself to creating innovative and interactive applications. My journey began with 3 years as a game designer, followed by 6 years as a software developer.
I have acquired significant experience across various projects in education, training, BTL campaigns, and entertainment applications. My work encompasses video games, augmented reality and virtual reality experiences, 360-degree experiences, immersive training apps, development tools, and tech demos.
My expertise lies in delivering high-quality applications that meet and exceed client expectations. I enjoy working with multidisciplinary teams, collaborating seamlessly with professionals from various fields to bring projects to life. My passion for interactive technology drives me to continually explore new possibilities and push the boundaries of what can be achieved.
I have a deep passion for classic video games, particularly those from the 80s and 90s. In addition, I enjoy music, biking, self-learning, and maintaining a healthy lifestyle.
• Interactive Software Development
• Game Design & Development
• Multidisciplinary Team Collaboration
• User Experience (UX) Design
• Project Management
• Creative Problem Solving
• Innovative Solution Design
• Programming Languages: C#, JavaScript, Java, SQL, PLSQL, Python.
• Frameworks & Tools: Unity, Visual Studio, Meta Spark Studio, Visual Studio Code, Unreal Engine, 3DVista, Construct, SQL Developer, NetBeans, AI tools.
• Version Control: Git, GitHub, Plastic SCM.
• Libraries and APIs: Vuforia AR - Open CV - Meta Quest SDK - Photon Fusion 2.
• Agile & Scrum Methodologies.
Click the link below to access my resume.
Here is a brief list of some of the most significant projects I have worked on. It is organized into two sub-sections: professional and personal projects. Click on any image to get more information. Some of my personal projects are even playable. Enjoy yourself!
Francisco Jara. Chile, 2024.