Javier
Fernandez

I'm trying to change the world through games, art and music.

My work
Stuck in the Present
Studio
Role
Date
DuskWave Arts
Tech Designer / Level Designer
Shipped on September 2025
Stuck in the Present is a narrative-driven, 3D side-scrolling psychological horror game.
As Lead Designer, I designed and collaborated with a fellow dev Armin Tajik to implement the narrative branching systems, a radial texture transition shader and the investigation mechanics which required smooth transition between sidescroller and first-person Camera.
As level designer I also implemented 5 levels. The game takes place in a shifting subway network, which challenged me to design changing layouts, looping paths, and hidden passageways.

GROW
Studio
Role
Date
Team Doogh
Level Designer / Game Designer (3C)
October 2025
Grow is a third-person platformer where you must navigate through fractal levels as you grow larger and larger. I designed 7 fractal levels, created the level repetition spawn system using UE5 Blueprints, and modelled some of the assets in Blender so they perfectly fit.

TITI
Solo Gamejam
Role
Date
Level Designer / Combat Designer
October 2025
TITI is a survival rhythm game where you must play as a magical titi monkey who fights the police to protect the rainforest from being exploited.
My objective was to build a combat system with auto shooting and auto targeting similar to vampire survivors mixed with rythm keeping mechanics.

Rumination
Solo Gamejam
Role
Date
Level Designer / Game Designer
July 2025
I created a short top-down narrative escape room where the player must complete daily tasks to progress and break free from a cycle of ruminating thoughts.
I developed this game for the GMTK Game Jam 2025, where it ranked 9th in creativity out of 9,590 entries.
The game features a fractal isometric level with a dynamic layout that introduces new obstacles and tasks each round.


Fusewave
Studio
Role
Date
Buskers
Level Designer / Unity developer
February 2024
Fusewave is a cozy third-person musical adventure demo where the player explores the remnants of a lost civilization alongside a robotic companion.
As Level Designer, I collaborated with Daniela Gamarra to create the layouts, puzzles, and progression flow for the abandoned mall level. I designed dormant robots as roadblocks that reactivated when puzzles were solved, unlocking new areas of the map.

Vetro
Studio
Role
Status
DuskWave Arts
Level Designer / Combat Designer
Concept phase
Vetro is a top-down action roguelike where the player uses materials to craft objects for combat and traversal.
As Lead Designer, I created the combat system and designed the main level layout to support fighting, crafting, and exploration. I also produced the 3D environment and concept art for the project.


Lets get to work!















































