JORGE GARCÍA
JORGE GARCÍA
GAMEDEV
Hi! In 2016 I decided to pursue my passion and focus all my resources on making video games. So, I founded Mecha Studios. After assuming many roles and unexpected responsibility, we eventually published our dream game on all the consoles of that generation to great reception.
To me, video games mean freedom and the chance to express myself through the art form that I love and admire while connecting and learning from interesting and talented people.
I love to share my experiences to encourage the younger gamedev generations. I'm lucky enough to be part of the Game Awards: Future Class' 1st generation, and have participated in multiple talks, speeches and roundtables at various international events.
Game Mechanics and Dynamics Development
Understanding of Diverse Game Genres
Identification of Enjoyable Gameplay Elements
Tutorial Design and Implementation
Game Design Document and Pitch Development
Balance Design
Fast Prototyping
Multi-console Development
Aesthetic Evaluation and Feedback
Project and Resource Management
Store Submissions and Publishing Experience
Effective Collaborative Coding Practices
Version Control and Repository Management
Musical Composition and Sound Design
We started the studio with three people, so I took on most of the roles and learned them on the fly. After defining the general idea and direction of our first game, Neon City Riders, I managed the team through a simple pipeline to code a small vertical slice. We used this as a starting point to design, develop, and successfully fund a Kickstarter campaign.
Over the next three years, I created all the design documentation, managed the project and team, and coded/implemented everything in GameMaker while adjusting, fixing and balancing on the fly based on the feedback from events and my own Q.A. process.
I composed, implemented, and adjusted the original soundtrack and sound effects. And I created the original story, character developments, item descriptions and scripts and dialogs through the game.
I filled most of the publishing documentation, and ported the game to Nintendo Switch, Xbox One, and PS4; and after launch, I updated the game and created the master for the physical releases on PS4 and Nintendo Switch.
I planned and directed all the Kickstarter's physical rewards production and shipping process. And I currently manage the Mecha Studios online shop, including its production and logistics.
After a short hiatus, we returned in 2025 with a renewed focus on creating new projects and elevating local talent. We are currently working simultaneously on three different projects, with the goal of releasing them throughout 2026.
I port PC games created in GameMaker to Nintendo Switch, Xbox One, Xbox Series X/S, PS4, and PS5 for both, digital and physical releases.
The process involves understanding the project both technically and conceptually, improving data systems, and recreating them to work asynchronously. It also includes integrating new assets and meeting console requirements, optimizing elements to function correctly on the new platform, and testing everything thoroughly using devkits.
Some of these games are listed in the Portfolio section.
I was lucky enough to be part of the talented core team behind Rivals of Aether's spin-off, Dungeons of Aether.
Upon joining the team, I redesigned the attack system and its content, created all the level designs for the story mode, developed the game's vocabulary, designed tutorial scripts, balanced all the characters, enemies, items, and abilities (for both game's modes and difficulties), created proposal documents for new features, localized the game into Latin American Spanish, and implemented everything into the original codebase.
Additionally, I provided feedback on the HUD, visual behavior, and overall quality of life, and performed Q.A. on each iteration during development.
I also port PC games created in GameMaker to Nintendo Switch and PS4/PS5 in preparation for their physical release. The process is similar to what was previously mentioned.
Some of these games are listed in the Portfolio section.
I was honored to be selected as a member of the TGA Future Class 2021, which recognizes inspiring individuals representing the bright, bold, and inclusive future of video games.
Our game, Neon City Riders, received several prestigious awards and recognitions in 2020, including:
Our game, Neon City Riders, was recognized for its stunning visual style with the 'VJMX 2019 Best Graphics in Video Games' award. This accolade serves as a reminder of our team's unwavering commitment to creating immersive and visually striking game worlds that transport players to exciting new places.