Posters for the Dharana Press booth 358 at the 85th Madrid Book Fair: the signing calendar, one poster per author and their Instagram versions. A single system that combines the author's portrait, the book cover and the imprints.
Client
Dharana Press Group
Formats
A3, A4, Instagram and stories
Software
PhotoshopInDesign
Signing calendarSocial media version
Natalia PregoGopalaRamón TamamesMintze van der Velde
Editorial · 2026
Booth poster
Starting from a single illustration, I explored five typographic directions for the booth poster before choosing the final one.
Client
Dharana Press Group
Format
A3
Software
PhotoshopIllustrator
Base illustrationBodoni, the year takes the leadDM Serif and Inter, asymmetricInter, Swiss gridJetBrains Mono, typewrittenCaveat and Playfair, casual
Editorial · 2026
The book of fandanguillos
Facsimile edition of the 1924 fandanguillo contest held by the Diario de Huelva. I restored the archive scans and designed the front cover, the back cover and the interior layout.
Cover restoration: drag to compare the original with the result
BeforeAfter
Printing press advert
BeforeAfter
Interior page
Leaf through the book: drag the corner of the page or use the arrows. A selection of interior pages.
Credits and facsimile title pagePrinting press advert and half titleAwarded fandanguillosPseudonyms and period adverts
Editorial · 2026
Book layout for Dharana Press
My work as the group's editorial designer during 2026: I received the manuscript in Word and delivered print-ready pages, with its own identity for each of the four imprints.
Software
InDesignIllustratorPhotoshop
NousSpirituality and esotericism
SénecaLiterature and essays
DharanaPolitical thought
PhyliraPublishing services for authors
Layout in InDesign following the group's style guide: Garamond and Trajan type system, paragraph and character styles, widow and orphan control.
Covers and jackets with a distinct visual identity for each of the four imprints.
Word to InDesign workflow with style mapping, templates for front and back matter, and manuscript delivery guidelines.
Communication for Phylira: landing pages, PDF sales guides and materials for authors.
Digital product · 2026
Aptis Trainer
I needed a B2 in Aptis on a tight deadline, and the material I found didn't look like the exam or tell me where I was going wrong. I designed a tool that practises with the real format, adjusts the difficulty to my level in each skill and gives instant feedback, including on writing and speaking, where there is no single right answer.
Adapts to your level. An initial test places each skill between A2 and C1, and every answer moves that level.
Brings back your mistakes in the next session and at intervals of 1, 3, 7, 16 and 35 days.
Real exam format: the four parts of Reading and Listening, vocabulary in blocks of five and timed mock exams.
Corrects what you write and say using the Aptis criteria: band, CEFR level, mistakes and a model answer.
The real app, up and running: take the level test, practise or start a mock exam. Your progress is only saved in this browser. The app's interface is in Spanish. AI feedback on Writing and Speaking needs your own API key.
Digital product
Argot
More than a dictionary, a bridge between generations: an app that turns street slang into shared culture and gives neighbourhood words the space they deserve. Full design and prototyping: identity, sign-up, word list and a daily challenge.
Software
FigmaIllustrator
Home screenSign-upWord listHome and listDaily challenge
Illustration
Digital illustration
Two pieces painted in Procreate. A dragon bust, from sketch to final render, studying hard light and colour on the scales, the horns and the volume against a black background. And a character design with orange overalls and a sack mask, resolved with a clean line and a limited palette that adapts to different formats.
Software
ProcreatePhotoshop
Medium
iPad
DragonCharacter in orange overalls
3D · 2026
Procedural building
A generator of classic European-style buildings: a few parameters change the floor plan, the height, the roof and the look, and the building rebuilds instantly inside Unreal.
Logic in HoudiniThe floor plan is a grid of 3 × 3 m modules (window + pilaster) and each floor has its own plan, so blocks can be removed, added or set back floor by floor.
Ported to Unreal in C++The same logic, as an actor that places instanced pieces from the Megascans modular kits: façades, cornices, bay windows, caryatids and columns.
Live materialsFake interiors behind the glass, lights on, blinds at different heights, dirt and tone variation between pieces, without touching the geometry.
Software
HoudiniUnreal Engine 5C++
Assets
Megascans modular kits. Doric columns based on “Doric Order Columns” by Oneironauticus (CC BY 4.0), tinted and scaled. Slate from Poly Haven (CC0)
Changing parameters in real time in Unreal
Adjustable parameters
Building
Windows on the front and side, number of floors, entrance, caryatids, bay windows and random seed
Floor plan
Rectangular, L, U, T or with a courtyard; wing thickness, ground-floor portico, overhangs on columns and set-back floors with terraces
Roof
Flat or slate mansard, with dormers, copper domes on the corners, balustrades and chimneys
Look
Lights on, interior brightness and depth, blinds, dirt and colour variation
3D
The aviator
An organic model that takes a paper concept into 3D, with care for the anatomy, the flow of the forms and the proportions.
Pencil sketchesQuick brainstorming to define the silhouette and the attitude.
TurnaroundFront, side and back views to solve the volumes in 2D.
ZBrushBlocking over the turnaround, anatomical refinement and micro detail.
Software
ZBrushPhotoshop
Pencil sketches: silhouette, attitude and shape languageTurnaround and colour, to lock the proportions before 3DSculpted in ZBrushAnatomy studyFinal renderModel turntable
3D
Procedural materials
A tiled floor with full control over the wear (cracks, spacing and dirt adjust in real time), a metal with tactile roughness that simulates prison bars, and a low poly floor designed for game engines.
Software
Substance Designer
Target
Unreal Engine 5Marmoset
Drag to rotate · scroll or pinch to zoom
Material
Shape
The three materials at the same scale
VFX · 2026
Dust statue
A statue that crumbles into dust: the wind carries it away from head to toe and only the pedestal remains.
Software
Houdini
Render
Karma
Full simulation, 240 framesVertical version for social media
VFX · 2025
Waves on sand
Water simulation advancing over sandy terrain. A project from the Master's in Visual Effects at TRAZOS.
Software
Houdini
Technique
FLIP
Waves
VFX · 2026
Pop reveal
A robot materialises inside an energy portal: a cloud of particles gives it shape and dissipates as the geometry appears.
Particles in HoudiniThe cloud that builds the robot and the portal's energy ring.
Rendered in KarmaLighting from a dusk HDRI and the ground as a holdout, so the shadows fall on the real landscape.
CompositingThe render over the HDRI plate, with bloom on what glows and a soft vignette. Three cameras: front, side and vertical for social media.
Software
Houdini
Render
Karma
Technique
Particles
Pop reveal: the character emerges from the portalSide view
VFX · 2025
Water fountain
A fluid dynamics study focused on secondary elements. I added foam, bubbles and spray to the main FLIP simulation for more realism and scale in the collisions.
Software
Houdini
Technique
FLIP, Whitewater
Full simulation
VFX · 2025
Butter block
A phase change simulation with variable viscosity: the thermal transition from a soft solid to a dense liquid.
Software
Houdini
Technique
FLIP Fluids
Render
Mantra
Full simulation, 160 framesVertical reel with sound
VFX · 2025
Crowds
A crowd simulation with characters animated in Mixamo that walk across terrain and squeeze through a narrow passage between walls.
Software
Houdini
Technique
Crowds
Animation
Mixamo
Full simulation
About
I've spent more than three years combining editorial, graphic and video game design. I now work as a freelancer in Madrid: editorial design and book layout, visual effects and multiplatform design. Before that, I was the editorial designer for the four imprints of Dharana Press.
I graduated in Video Game Design and Programming from UDIT, did a semester of Animation at the Pontifical Catholic University of Chile and the Master's in Visual Effects at TRAZOS. In 2026 I earned the Professional Certificate in Multimedia Publishing Products.