Andres Valbuena

Game and narrative designer with experience in branching dialogue, modular systems, and player-centric storytelling. I specialize in shaping cohesive gameplay experiences across indie titles and large mod projects, driving development through story, systems, and cross-disciplinary collaboration.

Fallout: Cascadia

Narrative Designer

Fallout: Cascadia

An upcoming large-scale, standalone mod for Fallout 4, Fallout: Cascadia is a fully realized expansion with original quests, factions, and characters. As a narrative designer, my work focuses on creating engaging NPC interactions, environmental storytelling, and player agency that feel true to the Fallout setting and the series as a whole.

Skyrim: The Mind Unbound

Creation Kit Narrative Quest

A deep-dive into my original narrative quest for The Elder Scrolls V: Skyrim, showcasing my ability to write compelling stories within the Elder Scrolls universe and implement them using Creation Kit, demonstrating deep understanding of TES lore and character development.

Winter's Hunger

Game Designer, Area Designer & Writer

Winter's Hunger

A psychological horror capstone project made in Unreal Engine 5, blending point-and-click mechanics, free-roaming combat, and survival resource management. As a game designer and writer, I designed all the puzzles, setup key encounters, and developed the game's Wendigo mythos across puzzles, journal logs, and ambient storytelling.

Kanpeki

Narrative Designer

Kanpeki

An indie psychological horror game currently in development. I worked as a contracted narrative designer, where I was responsible for character dialogue, narrative structure, and game world storytelling, shaping the game's atmosphere and emotional depth.

Original 3D Environment

3D Artist, Level Designer & Environment Artist

A comprehensive showcase of my 3D art and level design capabilities, featuring a complete original environment built from scratch in Unity. I modeled every object, prop, building, and tree, designed the terrain layout, and implemented advanced shader systems including custom leaf shaders using Unity's Shader Graph.

Gelatoss!

Game Designer

Gelatoss!

A fast-paced couch multiplayer game developed in Godot during a two-week game jam. As the game designer, I collaborated with four developers to create and refine competitive mechanics, event triggers, and systems that fit the jam’s theme and time constraints.

Equestria at War

Writer

Equestria at War

A critically acclaimed total conversion mod for Hearts of Iron IV, transforming the game into a rich fantasy setting. As a writer, I contributed extensive narrative content, including nation paths, character arcs, and in-game event text, enhancing worldbuilding and player choice.

Old World Blues

Writer

Old World Blues

A total conversion mod that reimagines the deep post-apocalyptic setting Fallout into a Hearts of Iron IV grand strategy experience . As a writer, I wrote branching nation paths, character dialogues, and localization content, ensuring captivating storytelling and lore consistency.

The Old World

Writer

The Old World

A total conversion mod for Mount & Blade II: Bannerlord, set in the Warhammer Fantasy universe. As a writer, I developed character biographies, world lore, and quest dialogue, bringing the Warhammer Fantasy setting to life with rich storytelling.

Realm Ball

Game Designer & Sole Developer

A modern take on classic 3D breakout games, completed in one week as a technical skills assessment in Unity. As the sole developer and designer, I rapidly prototyped and implemented gameplay mechanics, level progression, and physics-based interactions while learning advanced Unity features under time constraints, demonstrating my ability to deliver polished results within tight deadlines.

Built in one week, Realm Ball sharpened my rapid prototyping, physics tuning, and scope discipline under deadline.