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ALONSO
MADRIGAL
HERNÁNDEZ
GAME DEVELOPER
ABOUT ME

I'm a Game Developer and graduate in Game Design and Development from Universitat Jaume I, with hands-on experience in both programming and narrative design across professional, academic, and personal projects.

On the technical side, I specialise in C# and GDScript within Godot 4, with additional experience in Unity. I design and implement backend game systems from the ground up, including custom dialogue engines with DSL parsers, CSV-driven data pipelines, modular gameplay architecture, and tool development to accelerate narrative iteration. I'm comfortable working across the full stack of a game: from core systems and state machines to UI integration and data management.

Beyond programming, I bring a strong narrative design background, writing dialogue, building worlds, designing branching story structures, and working as a Dungeon Master, which has deeply sharpened my instincts for player agency and emergent storytelling.

I also research Game Studies through Diluna, contribute to HyperHype (an independent games magazine), and run the Superalon YouTube channel, all focused on critical analysis of games as an artistic medium.

About Page Decoration
About Page Decoration
PROFESSIONAL PROJECTS
SKYPROJECT

The Sky Project is an ambitious creature-capturing RPG set in a semi-open world, developed by EntharielGames. I joined the team as a Game Developer, contributing across both programming and narrative design.

On the technical side, I designed and implemented several core gameplay systems, including mechanics central to the creature-capturing loop, and I extended and modified the project's existing dialogue system to support new narrative requirements and branching structures.

On the narrative side, I contributed to world-building, item descriptions, the lore of Noris, and a large volume of dialogue lines — ensuring consistency and depth across the game world.

PURPLE HAZARD

Purple Hazard is my final degree project, a visual novel built in Godot 4 using C#, for which I was solely responsible for the entire technical architecture and backend.

At its core is a custom modular dialogue engine I designed and implemented from scratch. The system is driven by CSV-based data files, allowing narrative content to be authored and iterated in spreadsheet tools without touching the codebase, a deliberate design choice to keep the writing pipeline fast and accessible.

To power this, I built a custom Domain-Specific Language (DSL) for writing dialogue and narrative logic, along with a custom parser that compiles DSL scripts into runtime instructions. This includes support for branching choices, conditional flags, character expressions, and scene transitions.

Beyond the dialogue engine, I engineered the complete backend infrastructure of the game: state management, save/load systems, scene architecture, UI data binding, and the tooling pipeline connecting CSV content to in-engine runtime. The entire codebase was built and maintained solely by me.

In parallel, I led the creative direction, world-building, character design, narrative development, and dialogue writing.

Purple Hazard
Purple Hazard Screenshot 1
Purple Hazard Screenshot 2
Purple Hazard Screenshot 3
Purple Hazard Screenshot 4
ACADEMIC PROJECTS
MESSAGES
Drawing for Messages game

Messages explores the fragility of social networks and psychological manipulation in the age of mobile omnipresence. The story follows Elizabeth, a young photographer from Oslo working on a Norwegian TV series.

I led the narrative and gameplay design, developing characters, relationships, and multiple branching endings. The story structure was mapped and prototyped in Twine to visualize player choices and narrative flow.

Character page for Marcus Kraving
Messages Mindmap
Character page for Elizabeth Kraving
Drawing for Messages game
LA LLAMA DE SANT ANTONI

In the game, players control Zacarias, who explores Vilanova d'Alcolea alongside his companion, facing a variety of dynamic minigames.

The Flame of Sant Antoni was part of a triple university project, earning awards for Best Adapted Story, Best Narrative, and Best Creative Direction. I contributed by writing dialogue, programming most game elements, and assisting in character design.

GAME JAMS
PERSONAL PROJECTS
ENOSIS
Enosis Map

Enosis is my personal long-term worldbuilding project for Dungeons & Dragons. I've created an expansive universe with cities, maps, magic systems, and dynamic storylines, designing countless characters and interconnected plots.

The project has challenged me to improvise within structured narrative design, ensuring coherence across a living, evolving world.

Tierras Secas Map
Cielo Fracto
Arzonea Map
Substrata Map
Saalune Map
Tetre Bay Map
Obsidian Mindmap
DILUNA

At Diluna, we conduct research in video game narrative and Game Studies, producing academic papers, opinion articles, and video essays aimed at fostering critical thinking about the games we love. Our goal is to make the language and theory of games more accessible, helping audiences understand how storytelling and design shape player experience.

SUPERALON

Superalon is my YouTube channel dedicated to video game analysis and narrative psychology. I explore the motivations and emotions of beloved characters, discuss academic papers from Diluna, and create video essays that examine the elements shaping the nature of compelling stories. Through this channel, I advocate for video games as an artistic and architectural form of expression.

HYPERHYPE

HyperHype is an independent video game magazine founded in 2018, dedicated to offering critical, thoughtful, and creative perspectives on the gaming industry. With a team of passionate writers, we strive to professionalize independent journalism, treating readers as curious and intelligent players capable of reflection and debate.