Building retro FPS worlds since the 90s. Creator of Call of the Void, BlooM, and the official Bethesda QDoom add-on. Level designer, QuakeC/C++ programmer. Lead of Rest in Pixels & Bloom Team.
I started programming at 11 on an Amstrad — BASIC, cassette tapes, 20-minute load times. I discovered Doom at a C programming course and got hold of a map editor shortly after. That was the beginning.
BlooM took six years. The idea came from a single conversation: what would happen if you put Blood monsters into Doom? That question turned into a full crossover mod, two ModDB awards, coverage in Rock Paper Shotgun, and a public endorsement from Jace Hall, founder of Monolith Productions. Then Bethesda called.
I lead Rest in Pixels and Bloom Team — two independent development teams building retro FPS games and mods. Everything I know about game development is self-taught — from community mods, from studying id Software's source releases, and from two decades of dissecting what makes a Quake map feel like a place rather than a set of corridors.
My approach to level design is rooted in logic first, aesthetics second. A map that looks incredible but loses the player has failed. Every path needs internal reason. Every space needs to be readable. Beauty without structure is just confusion.
Based in Gandia, Valencia, Spain.
Full episode expansion for Quake 2 Remastered. Built on top of Decino's Quake Infighter mod as a technical foundation. A Quake 1/2 crossover where both universes converge into one campaign — new monsters, maps, and weapons built from scratch over two years. Covered by PC Gamer on launch. Recognized by Kevin Cloud, co-founder of id Software, who played it in full and praised the level design specifically. 5th place in ModDB Players' Choice 2025, competing against mods from Half-Life, C&C, and Heroes of Might and Magic.
Full conversion mod combining Doom II and Blood. Conceived and built from scratch starting in 2016. Praised by Jace Hall (founder of Monolith Productions, creators of Blood), covered by Rock Paper Shotgun, PCGamesN, and GmanLives. Listed on Wikipedia in the Doom franchise article alongside Brutal Doom and MyHouse.wad.
Official add-on for Quake released by Bethesda for the 30th anniversary of Doom. Recreates Knee-Deep in the Dead inside the Quake engine with enemies from both franchises. Bethesda published an exclusive interview with Drugod on their Slayers Club channel alongside John Romero's Sigil II — the two headline releases of the anniversary event.
Egyptian-themed old-school FPS in the vein of Quake, Blood, and Doom. A WWII soldier crash-lands in the Egyptian desert and must fight through ancient temples, crypts, and pyramids crawling with nightmarish creatures. Co-developed with Emmanuel Frechou (Rising Fire Games) — developer of Hands of Necromancy (Fulqrum Publishing, 87% Very Positive on Steam) — whose team also includes ex-3D Realms developers from Wrath: Aeon of Ruin and Phantom Fury. Development started February 2025.
Single-player retro FPS set in a brutalist, non-Euclidean world infested with Lovecraftian creatures. Classic Quake movement — bunny-hopping, wall-running — fused with cosmic horror and post-apocalyptic atmosphere. Three-level demo in final polish.
Retro-style graphic adventure game developed under Bloom Team. Currently on hold.
Open to collaborations, mod projects, and level design work.
If you're building something in the retro FPS space — whether it's a mod, an indie game, or a jam project — feel free to reach out.