profile picture of me
(picture taken in June 2025)

Welcome! 👋🏽

My name is Isai Rincon! I earned my B.S. in Computer Science: Computer Game Design from the University of California, Santa Cruz in 2025! I grew up loving video games so much that I eventually wanted to develop some of my own! Fresh out of college, I'm aiming to really jumpstart my career as a game developer and would love to chat with you!! In the meantime, I'm continuing to reach out and hone my skills in web dev and game dev (and playing video games, of course).
Also feel free to listen to the music at the bottom. Will continuously update it with games I have played or plan to play!

My Resume! 📃

(download link)


Projects 🎮👾

Some of the games I've made since starting college!


Markus's Miasma

screenshot of Markus's Miasma

Explore a fog-choked, twisted version of UCSC in this 2D puzzle horror game, where cryptic clues and buried memories reveal the disturbing truth behind one man's obsession...


Development

Markus's Miasma began development in my senior year at UCSC. Over the course of 6 months, we, as a team of 8, ideated, designed, playtested, iterated, and ultimately published our game on Steam.
We developed our game in Unity as our group was the most comfortable with that engine. We also made use of the scrum framework with taiga.io serving as our project management tool.

My Role

At the start of development, I assisted with general ideation, moodboards, story concept, and basic player movement. Eventually, as the weeks went on, I moved into gameplay programming and SFX design and implementation. I found music from opengameart.org and sounds from freesound (and even got to record some of my own!), and then had to implement them, keeping a close eye (ear?) on timing and volume mixing.
In addition to audio design, I was often one of the main QA testers, frequently looking for and squashing bugs and creating playable builds of our game for every significant milestone!

Skills Used & Gained

  • Unity Development
  • Audio/SFX Design
  • Scrum/Agile Framework
  • QA Testing
  • Collaboration
  • Creative Thinking
  • Publishing

Wizard Wobble

screenshot of Wizard Wobble

The wizard's lost his keys again! Now the only way he can get back inside is by magically placing platforms to reach the window at the top of his tower. But placing helpful platforms isn't cheap. He'll have to also place some harmful enemies in his way if he wants to get his mana back.


Wizard Wobble cover art

Development

Wizard Wobble was developed in 5 weeks in my first game design course at UCSC - CMPM 80K: Foundations of Video Game Design. We were given the theme "gauntlet" which we interpreted as a trial of sorts. As a team of 3, we used the Construct 3 Game Engine and its limited number of events. We had to come up with the basic idea of the game in the first week and then spent the next four designing, playtesting, and iterating.

My Role

I was one of two programmers on the team. I spent a lot of time working on character feel and movement, as well as enemy design (special shout-out to the laser octopus and the persistent orb of doom). I was also a note-taker during playtesting, gathering feedback from players to inform our next round of iteration.

Skills Used & Gained

  • Construct 3 Development
  • Player Movement
  • Productive Playtesting
  • Enemy Design
  • Collaboration
  • Creative Thinking
  • Rapid Iteration

Killer Deal

screenshot of Killer Deal

The dead of night. The only light you have is the one coming from your TV. There's nothing on right now except infomercials on infomercials. You have some cash. Why not call the numbers on screen? It might make all the difference...


Eyes from Killer Deal

Development

Killer Deal was developed in a week as a submission for the ShroomJam 2025! It was developed after graduation and we were the same 3-person team that made Wizard Wobble! Our engine of choice this time was Godot as we set out to make a game that fit the theme of "Retro TV". This game was also an opportunity for us to experiment with mixed media -- combining pixel art with live-action video. For our efforts, we were ranked #8 in Audio and #1 in Theme Use.

My Role

I was one of two programmers on the team. Since the game was largely point-and-click, I chose to devote most of my effort to gathering the roughly 40 video files that would be in our game. I was so enthused by it because having some live-action element in a game I contributed to has been a desire of mine ever since I devoured Alan Wake 2. I became very familiar with video compression and conversion as a result. I implemented the videos into the game along with the music and SFX, so I was back at it being an audio designer and all-around bug-squasher.

Skills Used & Gained

  • Godot Development
  • Video Conversion
  • Audio Design
  • QA Testing
  • Collaboration
  • Creative Thinking

For even more projects, feel free to visit my itch.io profile page!!


Let's Chat!