Hi,
I'm Ale
I'm Alejandro Rey, a Unity developer with passion for graphics, where my love for visual arts brings a unique aesthetic perspective to every project. I enjoy turning ideas into high-quality final products.
Responsible for carrying out the technical implementation of the 4 AR experiences for Tabakalera's 2024 art campaign using Unity for WebGL.
An application enabling users preparing for competitive exams to engage in puzzle-based gameplay with legal content. I provided error correction support and Unity updates.np I also implemented a WebGL version, adding both a new responsive interface and new functions aimed at better interconnectivity with the rest of the website.
Within the Meludus ecosystem, I worked on two websites: the classroom and the ecommerce site. The classroom is a private space for users to study laws, where I was responsible for error correction, incremental development of new functionalities, and implementing Unity modules for WebGL aimed at gamifying the tool. The ecommerce site allows users to purchase enrollments for legal studies, and I developed a significant portion of the web frontend.
At 18, while navigating my studies, I co-started a social media adventure on YouTube and Twitch with a friend. It began as a lighthearted project but quickly blossomed into something much bigger. We built up a strong community, now standing at over 400,000 followers and close to 100 million views. This surprising success encouraged us to give our project a more professional touch.
We branched out into various areas like video editing, design, media campaign management, live shows and
even
developed mods for Pokémon GBA and NDS games, also a totally from
scratch
Unity fan game. Some have accumulated more than a million downloads. The
success was such that some are selling pirated copies on AliExpress. This experience not only sharpened
my content creation skills but
also deepened my passion for community engagement, laying a strong foundation for my future in video
game development.
🏆 Furthermore, I have participated in two amazing Game Jams: MálagaJam 2023 with Arcade Noé and AxesJam 2023 where our game Remote Work was awarded for our work in the best game and the game best adapted to the theme.
One achievement that I take pride in is having taken on the responsibility to fully develop a Unity fangame named PokeWorld in 2020 based on the Pokémon franchise (which I'm a total fan of) to distribute it in my social media just for fun. The game featured a complex timing system and its own backend server that ensured user connections were legitimate. New collectibles were generated daily, which the community captured and post on their social networks. All of this was done dynamically. Despite being in its beta stages, the game has accumulated over 30,000 downloads and was very well received by the community.
In my early days as a developer, I worked with different tools and platforms. Apart from projects made in Unity, I have also directed the design and development of games using RPGMaker and modding projects for original Pokémon games that have had a significant impact on social media. A total of 6 fan games released that together have amassed more than 2 million downloads.
After finishing my programming studies, I decided to leverage my experience in video editing and social media strategy. I founded a video editing company focused on social media positioning advice. Though the venture lasted only six months, it was a period rich with learning and invaluable insights, shaping my career path significantly.
At the same time I started another exciting challenge. It was leading the design and development of an entire ecosystem of up to
8 simultaneous Minecraft servers on ServerPixelmon.es,
which had hundreds of concurrent online users at all times.
Creating, configuring, and maintaining these servers evolved from a hobby into a professional endeavor,
establishing ServerPixelmon as the largest server in the Spanish-speaking Minecraft
community.
Despite varying seasons of activity, we continue to provide support and manage the community
effectively.
The project, which started small, escalated to handling daily user traffic ranging from hundreds to
thousands,
turning into a significant workload. Personally, after two years of work, I opted to delegate many of my
responsibilities
to focus more on my professional career in game development.