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Jordi Tur

Hey, I’m Jordi Tur, an undergraduate student of Game Desing and Development at Centre de la Imatge i Tecnologia Multimèdia in Barcelona. I’ve served as the lead designer in the development of Warhammer 40K: Blood & Thunder.

About me

Since I was very young, I have been fascinated by the worlds books and video games are capable of portraying, and how they do it. This fascination sparked my interest in design and storytelling.

After spending a year studying physics and math, I decided to pursue this degree in order to follow this passion, and to learn how to effectively translate concepts, narratives and characters into the medium of video games.

My experience as a lead designer has provided me with a deeper understanding of the responsibilities involved in guiding a team, allowing me to develop valuable skills in organization and strategic planning.

Tasks & Responsibilities

Team Management and Communication

  • Establishing the general objectives of the team.
  • Conducting weekly meetings and writing reports on performance and collaboration.
  • Identifying the strengths and assessing the performance of each member and assigning tasks accordingly each sprint.
  • Prioritising communication with other departments and leads.
  • Keeping constant availability throughout the development.
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GDD

General Design

  • Addressing the stipulated core game pillars and designing accordingly.
  • Enemy (xenos) species selection.
  • General revising: player, narrative, story, UI, progression, level design…
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Enemy Behavior Design (reduced content in-game)

  • Designed the behavior and stats of every enemy type.
  • Provided references for physical aspect, SFX & VFX.
  • Defined the narrative background of the Tyranids.
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Boss Behavior Design (reduced content in-game)

  • Designed the behavior and stats of the Mawloc, the final boss.
  • Provided references for physical aspect, SFX & VFX.
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Mawloc Preliminary Behavior Coding

  • Programmed the phase flow, transitions and attack logic of the final boss.
  • Added various VFX to the boss behavior through code.

General Enemy and Boss Testing/QA

  • Balanced enemy stats following enemy placement and definitive content.
  • Adjusted collider types, sizes and prefabs.
  • Reduced unattainable content.

Starting Cinematic Definition and Design

  • Established the shots, pacing and visual appeal of the starting cinematic of the game.

General Testing/QA

  • Conducted overall testing on the game as a whole, detecting improvements and issues
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Web Page Rough Design

  • Created pen & paper wireframes of the various web page’s screens.
  • Addressed the art requirements for the web’s design.

Web Page Coding

  • Implemented content and information in the webpage.

Programs & Tools Used

Experience & Competences