Juan Borges Vega
Backyard Baseball
PC · Console · Mega Cat Studios · 2025 – 2026
A multi-platform title developed within a large production team, contributing across systems architecture, accessibility, multiplayer, and platform integration. Part of the Backyard Sports franchise revival.
HIGHLIGHTS
Haptics System
Owned the full implementation of haptic feedback across the game, from architecture to in-game integration. Collaborated with designers to define a haptic language — structuring distinct feedback types for different game events. Worked with QA to validate feel and consistency across DualSense, Xbox, and generic controllers.
Character Customization System
Initially tasked with creating the UI for character customization. Recognized the opportunity to design a proper extensible architecture beneath it — defining a base class structure where each customization type (hair, skin, clothing, etc.) is implemented as a subclass that handles how its changes apply to the character. Every customization option defined in Scriptable Objects for designer-friendly configuration. Delivered a cohesive UI on top, including functional UI elements, and provided a save/load template so the persistence layer could be implemented consistently across all customization types.
Local Multiplayer Architecture
Refactored a game mode that assumed a single player into a flexible N-player architecture, ensuring the system remained extensible beyond the initial single-player requirement. Touched gameplay, UI, and data flow simultaneously.
Day / Night Environment System
Implemented baseball environments with day and night variants loaded via Addressables based on the time of day selected by the player. Took the initiative early on to design around Mixed lighting, a decision that was initially overruled in favour of Realtime lighting but later reversed — validating the original approach months after the fact.
ADDITIONAL CONTRIBUTIONS
- Designed and implemented a settings menu system covering video and audio options, including resolution, display mode, and channel volume — with save and load functionality.
- Implemented a run control indicator showing path arrows when a character runs toward a base, allowing the player to decide whether to advance or retreat.
- Created callout VFX spawning event-driven feedback such as "Out!" and "Safe!" on specific gameplay events.
- Implemented a VS screen displayed before each match showing team cards facing each other.
- Improved UI rendering pipeline using a UI Camera with overlay settings, preventing UI elements from rendering behind 3D objects.
- Implemented Cinemachine cameras for treehouse menu navigation with smooth transitions between areas.
- Added particle systems to existing ball skill VFX.
- Resolved a Team Draft blocker by introducing an event bus class to fix incorrect Singleton pattern usage.
- Prototyping the audio management system supporting music, SFX, and environment audio with fade transitions.