
Run, Swing, and Jump through this Adventure based on Dia de Los Muertos.
Join Niño through The Land of the Dead and use Látigo’s spine and skull as a whip to help this father & son duo return to life before it’s too late.

Run, Swing, and Jump through this Adventure based on Dia de Los Muertos.
Join Niño through The Land of the Dead and use Látigo’s spine and skull as a whip to help this father & son duo return to life before it’s too late.

Run, Swing, and Jump through this Adventure based on Dia de Los Muertos.
Join Niño through The Land of the Dead and use Látigo’s spine and skull as a whip to help this father & son duo return to life before it’s too late.

ROLE
Concept designer /
Gameplay designer /
3D Animator
DATE
June 2017
PLATFORM
PC
SOFTWARE
Unreal Engine / Maya / Photoshop

ROLE
Concept designer /
Gameplay designer /
3D Animator
DATE
June 2017
PLATFORM
PC
SOFTWARE
Unreal Engine / Maya / Photoshop

ROLE
Concept designer /
Gameplay designer /
3D Animator
DATE
June 2017
PLATFORM
PC
SOFTWARE
Unreal Engine / Maya / Photoshop

Marigold is a 3D Platformer Game set during the Mexican Holiday: Dia de Los Muertos.
You play as Niño, a young boy who is certainly not the bravest around.
While celebrating the holiday, Niño accidentally trips into an open coffin and falls all the way down to the mythical Land of the Dead.
This is where Niño meets his recently deceased father Látigo, whose remaining spine and skull can be used as a whip.
Niño is a frail little boy who is easily frightened and doesn’t have any special abilities.
He shouldn’t have to be afraid, however, since Niño has access to his father Látigo!
Látigo’s remains can be used as a whip to attack enemies, pull objects, and swing across gaps to reach new areas.
Látigo also knows all some secrets about the Land of the Dead and will be a great conversational partner during your adventure.
The goal of each level is to obtain enough Marigold Flower Petals to unlock the next level of the game.
These petals are hidden at every corner and can also be found by completing side quests given to you by the numerous citizens of each area.
Together, Niño and Látigo can jump, run, pull, and swing their way back to the World of the Living before their time runs out!
Marigold is a 3D Platformer Game set during the Mexican Holiday: Dia de Los Muertos.
You play as Niño, a young boy who is certainly not the bravest around.
While celebrating the holiday, Niño accidentally trips into an open coffin and falls all the way down to the mythical Land of the Dead.
This is where Niño meets his recently deceased father Látigo, whose remaining spine and skull can be used as a whip.
Niño is a frail little boy who is easily frightened and doesn’t have any special abilities.
He shouldn’t have to be afraid, however, since Niño has access to his father Látigo!
Látigo’s remains can be used as a whip to attack enemies, pull objects, and swing across gaps to reach new areas.
Látigo also knows all some secrets about the Land of the Dead and will be a great conversational partner during your adventure.
The goal of each level is to obtain enough Marigold Flower Petals to unlock the next level of the game.
These petals are hidden at every corner and can also be found by completing side quests given to you by the numerous citizens of each area.
Together, Niño and Látigo can jump, run, pull, and swing their way back to the World of the Living before their time runs out!


During Dia de los Muertos, a young boy named Niño celebrates the holiday together with the other children.
While fooling around, Niño accidentally trips into an open coffin and falls all the way down to the mythical Land of the Dead.
Niño is confused and lost… he is scared and has no idea what this creepy new location is.
While crying for help, a skeletal spine wraps around Niño’s body while exclaiming “I’ve got a BONE to pick with you!”.
Without hesitation, Niño recognizes his recently deceased father Látigo voice and jumps towards him.
While the reunion is heartbreaking, things get a bit awkward when Niño realizes his father is… nothing but a spinal cord and a skull?!
It seems some no-good bandit stole the rest of his body for a paltry sum and left the rest behind because it was too talkative.
Látigo explains to Niño that they are currently in the Land of the Dead: a huge tree with 7 large branches where loved ones who passed away reside.
They are currently on the 4th tree branch, known as The Branch of Lust.
Niño will have to climb to the very top of the tree and exit the Land of the Dead within a day, or he himself will become part of the denizens of yore.
During Dia de los Muertos, a young boy named Niño celebrates the holiday together with the other children.
While fooling around, Niño accidentally trips into an open coffin and falls all the way down to the mythical Land of the Dead.
Niño is confused and lost… he is scared and has no idea what this creepy new location is.
While crying for help, a skeletal spine wraps around Niño’s body while exclaiming “I’ve got a BONE to pick with you!”.
Without hesitation, Niño recognizes his recently deceased father Látigo voice and jumps towards him.
While the reunion is heartbreaking, things get a bit awkward when Niño realizes his father is… nothing but a spinal cord and a skull?!
It seems some no-good bandit stole the rest of his body for a paltry sum and left the rest behind because it was too talkative.
Látigo explains to Niño that they are currently in the Land of the Dead: a huge tree with 7 large branches where loved ones who passed away reside.
They are currently on the 4th tree branch, known as The Branch of Lust.
Niño will have to climb to the very top of the tree and exit the Land of the Dead within a day, or he himself will become part of the denizens of yore.


On Marigold, I was a Game Designer & 3D Animator.
The duration of the project was 8 weeks with a team of 13 members.
My duties included:
- Pre-production organizer
- General concept layout
- Conceptualizing gameplay elements
- Gameplay testing & balancing
- A small amount of conceptual art
- Level-Design guidance
- Lead animator role, producing animations for the main and non-playable characters, including various gameplay-related animations.
We first took some time to conceptualize the gameplay, visual style, world design, and characters to get a solid grasp of the core concepts of this game.
After we planned our production schedule, we expanded our team to fill in specific roles we needed for the development of this project.
The holiday Dia de Los Muertos had a lot of untapped potential, so we focused on ideas involving the underworld, skeletons, flowers, and familial bonds.
Out of these focused brainstorming sessions came Niño & Látigo: a father-son duo that had to escape the underworld and get back to the world of the living.
We found this concept to be very special because this duo could work together in a lot of unique ways and also be very different from each other.
This is because Látigo already resides in the underworld and has a very unique design, while Niño is just an ordinary kid from the world of the living and has to escape before it’s too late.
They can’t do a lot alone, but their abilities shine when they can use each other to cover each other’s weaknesses.
With this gameplay ability, we could experiment with ways for the character to move and climb around in larger areas build around climbable surfaces.
Látigo was purposely designed to function as the central mechanic to make the abilities easy to understand and because using the spinal cord of your father would make for a fun character trait that could enable us to build interesting scenarios.
Látigo was also able to serve as the perfect guide to the world of Marigold and could explain to players how to use his abilities thanks to his knowledge of the underworld and his own spinal cord.
We had an ambitious goal and set our team up to be as professional as possible with group rules, deadlines, working hours, organized brainstorming sessions, and stand-up meetings using the scrum method.
I learned a lot while working with this setup and was able to plan out my work more efficiently thanks to our organized production schedule that showed us the state of our game and our upcoming priorities.
On Marigold, I was a Game Designer & 3D Animator.
The duration of the project was 8 weeks with a team of 13 members.
My duties included:
- Pre-production organizer
- General concept layout
- Conceptualizing gameplay elements
- Gameplay testing & balancing
- A small amount of conceptual art
- Level-Design guidance
- Lead animator role, producing animations for the main and non-playable characters, including various gameplay-related animations.
We first took some time to conceptualize the gameplay, visual style, world design, and characters to get a solid grasp of the core concepts of this game.
After we planned our production schedule, we expanded our team to fill in specific roles we needed for the development of this project.
The holiday Dia de Los Muertos had a lot of untapped potential, so we focused on ideas involving the underworld, skeletons, flowers, and familial bonds.
Out of these focused brainstorming sessions came Niño & Látigo: a father-son duo that had to escape the underworld and get back to the world of the living.
We found this concept to be very special because this duo could work together in a lot of unique ways and also be very different from each other.
This is because Látigo already resides in the underworld and has a very unique design, while Niño is just an ordinary kid from the world of the living and has to escape before it’s too late.
They can’t do a lot alone, but their abilities shine when they can use each other to cover each other’s weaknesses.
With this gameplay ability, we could experiment with ways for the character to move and climb around in larger areas build around climbable surfaces.
Látigo was purposely designed to function as the central mechanic to make the abilities easy to understand and because using the spinal cord of your father would make for a fun character trait that could enable us to build interesting scenarios.
Látigo was also able to serve as the perfect guide to the world of Marigold and could explain to players how to use his abilities thanks to his knowledge of the underworld and his own spinal cord.
We had an ambitious goal and set our team up to be as professional as possible with group rules, deadlines, working hours, organized brainstorming sessions, and stand-up meetings using the scrum method.
I learned a lot while working with this setup and was able to plan out my work more efficiently thanks to our organized production schedule that showed us the state of our game and our upcoming priorities.

