Get to know me! (If you want)
Hi! I’m Daniel Prieto Caldera: a Level/Game designer, worldbuilder, and eternal advocate for the magic that happens when art and code collide. By day, I’m finishing my Master’s in Video Game Design at Universidad Europea, dissecting everything from Unreal Engine 5’s particle systems to the psychology of why players need to pet virtual dogs. By night, I’m crafting immersive worlds, like my recent Victorian stealth prototype Isolus, where minimalist UI elements whisper secrets of alchemy and betrayal.
My journey started in the galleries of Salamanca’s Fine Arts faculty, where got to publish some of my pieces in national musems such as DA2 I traded charcoal sketches for 3D modeling in Blender and fell in love with the alchemy of turning polygons into stories. That passion led me to Milan, where I designed exhibition layouts for a comic museum, and later to Cognizant, where I sharpened my UX instincts by dissecting Google Ads algorithms. Now, I blend those worlds: creating diegetic interfaces that feel like cursed parchment, blockoutting vertigo-inducing cliffs for Uncharted-inspired levels, and optimizing Niagara systems for smoke-filled stealth sequences.
What fuels me?
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The nitty-gritty: Whether it’s scripting a radial menu in Unreal Blueprints or debating why Dead Space’s diegetic UI still haunts us, I thrive in the details.
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Bridging art and tech: My Fine Arts training isn’t just about pretty textures—it’s about pacing, rhythm, and making players feel the weight of a crumbling castle or the tension of a stealth kill.
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Building worlds that stick: From gas station horror vignettes (complete with CRT scanlines) to shadowy Victorian HUDs, I want every pixel to whisper secrets.
When I’m not glued to UE5/Blender/Unity:
You’ll find me geeking out over typography in Dishonored’s menus, watching loads of movies, playing any video game I can get my hands on (mostly retro stuff) or hiking like a maniac. Let’s connect if you’re into morally gray narratives, UI that bleeds lore, or the eternal quest to make games that linger like a good charcoal sketch.
