Hi, I'm James Munoz Sevillano!

I'm a Game Designer who specializes in narrative, art and game ideation.

Shooter Sky

Game Designer

SNOW_WALK

Narrative Designer

DUSK FALLS

Lead Artist

Jan - August 2025

project roles

• Project Co-Manager
• Game Designer
• Level Designer
• Co-Programmer
• Lead Artist

project description

"Shooter Sky" acts as a throwback to the charm of retro-styled shoot-'em-ups with modernized mechanics and a more lax difficulty. The original concept spanned five differently themed levels that offer a variety of distinct visuals and mechanics. This project was developed by myself and a close school friend to try to put to practice the things we were learning every day: project management, level and mechanic design, and asset implementation.This project is still currently being worked on by both of us.

software used

Unity for Game Engine
GitHub Desktop for Version Control
Aseprite for Pixel Art
Visual Studio for C# Programming
Miro for Project Management

project management

We organized the project on a weekly basis, making time each week to discuss our next steps, any hiccups we'd run into or any changes we'd have to make to our scope. These meeting were documented using online Miro boards: these boards held our notes, UI prototyping, and Level Design diagrams.

Gallery

Snow_Walk

Jan - Feb 2024

project description

"SNOW_WALK" was developed for a narrative class with a focus on its branching narrative. In its 30-minute run-time, players can unlock 9 completely unique endings depending on choices they make throughout the game.The game's writing is inspired by the dark tone of European fairy tales and more modern psychological horror.While the project's focus was on the game's writing, I also created minimalistic visuals and music to help with atmosphere.

project roles

• Narrative Lead
• Lead Artist
• Lead Composer

software used

Ren'Py for Game Engine
Photoshop for Background Art
Visual Studio for Programming
Miro and Google Docs for Project Management

Branching Narrative

This was my first time attempting to work on a game with a branching narrative and I was forced to answer a question I'd never considered: how do you balance giving the player multiple meaningful choices while maintaining a consistent characterization of the player character? If you let the player choose to do anything in your game, is the character they're controlling simply a stand-in?

Background art - Gallery

Dusk Falls

Sept - Dec 2025

project description

"Dusk Falls" (working title) was a small project worked on during a semester in school. Two other classmates worked on the game's narrative and programming while I focused on all the assets.This was my first time learning how to: 3D Model, UV Unwrap, Texture, Rig and Animate models in Blender. I also learnt how to export and import between Blender and Unity.

project role

• Lead Artist

software used

Unity for Game Engine
Blender for 3D Modeling
Aseprite & Pribambase Extension for Texturing

Gallery

Hello, I'm James!

I'm currently a third year Game Design student at Sheridan who specializes in narrative, art and game ideation. I love to contribute to games' narrative or art direction, with a particular interest in mystery or horror games that innovate on genre conventions.I have several years of experience working in Unity to develop personal and professional projects, using Blender, Maya, and Aseprite for art. I'm also proficient with GitHub, Miro, and Jira for version control, prototyping, and project management.

I'm eager to continue working with other people on games that entertain and push the medium's limits.
Feel free to contact me through LinkedIn or email me at [email protected]