ENRIQUE “NEBUCHADDY” LOPEZ Unity Game Developer

Game Design · Gameplay Programming · UI Programming

Enrique“Nebuchaddy”Lopez

Hey! I’m Enrique—although online I usually go by Nebuchaddy. I design games and build them in Unity, with a particular love for gameplay programming and UI that feels clear, responsive and satisfying. I enjoy taking strange ideas, turning them into playable systems and polishing the little details that make the whole experience click.

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Selected work 01 / 20
01

Phase 01

Built under pressure

Game jams taught me to prototype quickly, prioritise the player experience and turn unusual ideas into complete games under tight deadlines.

A glowing die of light moving through a dark puzzle room in n/thing A dark red and green chamber with the light duplicated objective in n/thing A large abstract puzzle structure lit with green, red and blue lights in n/thing A dark puzzle chamber showing the player controls in n/thing
2021 · LMOB Jam 14 · First Place

n/thing

A puzzle game where darkness hides the path, the rules and even the objective.

Guide a small die of light through experimental puzzles using memory, observation and sound. A solo project—I handled the programming, game design, UI, visuals and overall production.

Solo ProjectProgrammingGame DesignUI
Play on itch.io
A dimly lit hallway inside the house in The Way Out A dark room and doorway illuminated by a small light in The Way Out A long amber-lit corridor in The Way Out A threatening red-lit hallway in The Way Out
2021 · LMOB Jam 16 · Second Place

The Way Out

An experimental horror game about defending your home when the obvious solution stops being simple.

Trapped at home with something approaching, the player has one apparent objective: defend themselves. I handled the overall design, programming, UI and production, with selected assets contributed by another jammer. The game was also picked up by several YouTube creators.

Game DesignProgrammingUIHorror
Play on itch.io
A chamber asking the player to go left or right in N.W.O. Chamber Glowing green puzzle cubes and a red light switch in N.W.O. Chamber A puzzle corridor marked Have Faith in N.W.O. Chamber A choice between the turtle, fox and hare in N.W.O. Chamber A green-lit cube puzzle with the word Step in N.W.O. Chamber
2021 · LMOB Jam 22 · First Place

N.W.O. Chamber

An experimental escape-room game about words, hidden information and deciding what to trust.

Explore a cryptic chamber where instructions, sound and perception may not tell the whole truth. I led the overall design, gameplay direction and UI, collaborating with another jammer on programming and design.

Game DesignProgrammingUIPuzzle Design
Play on itch.io
02

Phase 02 · 2022–Present

Production mode

Since 2022, I’ve contributed to more than 20 shipped Unity projects across museums, hotels, fairs and interactive installations. These four projects best represent my work in production.

AVA virtual assistant at a reception desk Close-up of AVA with privacy notice interface AVA responding to a museum visitor question
Museums · Hotels · Fairs

AVA

A real-time voice assistant presented through an animated 3D character.

I worked on programming, UI programming and interaction design, connecting API and WebSocket services with real-time responses, character animation and lip-sync inside a 3D environment.

API & WebSocketsLip-syncAnimationUI Programming
Instructions for the Dehesa museum game Iberian pig crossing a bridge in the Dehesa game Pig hidden beneath foliage in the Dehesa environment Iberian pig collecting an acorn in the Dehesa game
Museum Game

Descubre la Dehesa

A touch-controlled game for younger visitors about guiding an Iberian pig through the Dehesa.

I handled programming, gameplay and UI design, terrain construction, lighting, materials and asset selection, plus SQL-driven multilingual content.

Unity TerrainGameplay DesignAsset IntegrationMultilanguage
Danzas de Reus category selection screen Danzas de Reus video and audio information screen Danzas de Reus historical poster gallery
Museu de Reus · Media Totem

Danzas de Reus

A vertical museum app presenting the dances, music and historical posters of Reus festivities.

I developed the UI architecture and content integration, with SQL-driven editing, multilingual navigation, AVPro playback and playlist-style video and audio controls.

UI ProgrammingSQL ContentAVProVideo Playlists
MUNCYT electron microscope simulator start screen Sample selection interface in the microscope simulator Code-driven microscope extraction animation Simulated electron microscope image output
MUNCYT · A Coruña

Microscopios de MUNCYT

An interactive table that simulates operating an electron microscope through physical controls.

I programmed the hardware input, UI and code-driven 3D animation systems, combining physical knobs and dials with a multilingual interface and live scene feedback.

Hardware Integration3D AnimationUI + 3DMultilanguage
03

Phase 03

In production

Independent games currently in active development, built with the goal of releasing on Steam. This phase is where design, programming and UI come together into complete commercial projects.

Dungeon Compiler prototype showing a retro programming interface
2027 · Working Title · Two-Developer Team

Dungeon Compiler

A programming-driven roguelike where syntax becomes your combat system.

Battle viruses, collect drivers and assemble commands to attack, poison and build combos inside a retro computer-inspired world. I lead the overall design and programming, including gameplay logic, systems and UI, alongside another developer.

Lead DesignGameplay ProgrammingUI ProgrammingCombat SystemsRoguelike
NO SIGNAL
TBD · Working Title · Solo Development

PROGRAMA

A narrative first-person puzzle game set inside an enormous, mysterious megastructure.

Explore a vast brutalist structure, uncover its story and solve environmental puzzles through a unique respawn system. The project combines retro Quake-like visuals with modern spatial audio powered by Steam Audio.

Solo DevelopmentNarrative DesignFirst-Person ExplorationPuzzle DesignSteam Audio
04

Phase 04

Systems

Reusable technical systems and experiments built to solve recurring production problems, improve game feel and make future Unity projects faster to develop.

System 01 · Audio

Steam Audio Integration

A reusable audio manager for realistic 3D spatial sound with Steam Audio, pooled audio sources, mixer routing and flexible playback controls for first- and third-person projects.

Steam AudioSpatial AudioPoolingAudio Mixers
System 02 · Animation

Procedural Animation

Character-animation systems built with Unity Animation Rigging, blend trees and authored clips, combining procedural corrections with traditional animation for both first- and third-person characters.

Animation RiggingBlend TreesIKFirst Person
System 03 · Shaders

Architectural Shader

A material system for box-shaped architectural meshes that applies nine-slice-style textures independently across each face, allowing walls and modular geometry to scale without visibly stretching their borders and details.

Shader Graph9-Slice MappingModular EnvironmentsMaterials
System 04 · Frameworks

Code Experiments

A growing library of reusable managers, controllers, utilities and gameplay foundations designed to remove repeated setup work, standardize common patterns and speed up prototyping across projects.

ManagersControllersReusable ArchitectureRapid Prototyping
+

Toolbox

What I work with

Game Design & Gameplay

Puzzle and systems design, first-person interaction, movement, scoring, progression, game feel, rapid prototyping and balancing.

UI & Content Systems

Unity UI, responsive menus, touch interfaces, save systems, multilingual content, SQL-driven data, playlists and museum-scale kiosks.

Real-Time Integration

REST APIs, WebSockets, voice AI, lip-sync, physical controls, live audio, AVPro video and reliable long-running installations.

3D, Rendering & Audio

Unity Terrain, lighting, materials, asset integration, procedural animation, custom shaders, URP and Steam Audio spatial sound.