• Azken Muga Auditorium
  • Thursday - 17:00
  • Spanish (simultaneous interpretation)
  • videogames, animation, real time
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  • 002
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Among all the departments that make the creation of a videogame possible, there is one that carries out the task of transforming ideas into tangible spaces, mechanics into playable experiences, and missions into challenges for players. This is Level Design, the division in charge of translating concepts into experiences.

People working in this area, a bit alchemic at times, fulfil the tasks associated with architects, sculptors or even civil engineers. It is a complex and nuanced profile, which is what makes it so appealing. Who wouldn't want to have the control to create worlds on a whim?

In this conference, we will discuss the process of iteration, from the early stages of development to the final product. How experiences that power the core systems of the game are created, and the challenge of bringing a project like Smalland: Survive the Wilds to life, creating a world that evokes reality on a small scale.

Cristina, also known as Mapache, was born in A Coruña, where she received her formal education and spent most of her professional life, first working in the world of animation and, later, entering the world of video games, which have always been her true passion.

She began her professional career in the Production and Layout departments in companies such as Ficción Producciones or Antaruxa, working for animated series such as Nivis, Amigos de otro mundo or feature films such as Valentina.

During the pandemic she had the opportunity to join the Gato Salvaje team in the development of The Waylanders, occupying the position of Head of Level Design. Since 2022 she has been working for Merge Games, developing the videogame Smalland: Survive the Wilds, as Lead Level Designer, which allows her to continue developing her love for placing stones and creating worlds with them.