Engineering robust tools & responsive gameplay.
I'm Álvaro Chuan Díaz-Maroto (Hollowblink). Co-Founder at BackToBits Studio and PhD Student at Universitat Jaume I (UJI / INIT). Specializing in procedural generation algorithms, custom editor tools, and tactile game mechanics.
Interactive 2D Wave Function Collapse.
Architecture, Tooling & Mechanics Expertise
Engine & Editor Tooling
Building intuitive in-engine and in-game tools that accelerate designer workflows: custom gizmos, level authoring palettes, command-based undo/redo, spline extrusion and procedural content generation.
Procedural Generation & Algorithm optimization
PhD research at Universitat Jaume I into procedural generation algorithms, Wave Function Collapse optimizations and GPU implementations.
Gameplay & Production Engineering
Co-founding BackToBits Studio and architecting full gameplay pipelines: complex traffic systems, vehicle dynamics, multiplayer networking, and Steam SDK integration for indie game production.
Featured Games & Tools
Inspect deep-dive architectural breakdowns, problem statements, and production implementations.

K-Boom!
Explosive chain-reaction puzzle game starring Camilo the chameleon

GoblinMancer
Tower-defense auto-battler roguelite where you raise the dead and command a dark goblin horde

One Last Delivery
Cooperative multiplayer delivery spooky game where players have to navigate daylight traffic and nocturnal horrors

Wave Function Collapse Tool
Procedural constraint satisfaction system and level generator for game engines

Procedural Spline Tool
Real-time parametric curve deformation, mesh extrusion, and level design pipeline tool

K-Boom! Level Editor
In-engine level editor fully integrated into the Unity Editor pipeline
Procedural Generation & Engine Graphics Research
As a PhD Student at Universitat Jaume I (UJI) working alongside the GameRS (Game Research Group) at INIT (Institute of New Image Technologies) research group, my academic focus centers on solving hard algorithmic challenges in videogame development.
My work includes investigating constraint-satisfaction algorithms like Wave Function Collapse for automated level geometry, as well as Technology integration for real-life active environments.
- 01.Bitwise & GPU constraint acceleration for 3D Wave Function Collapse grids.
- 02.Designer-in-the-loop procedural generation with anchor pinning.
- 03.Real-time content procedural generation.
- 04.Real-time technology integration for active environments.
From algorithmic research to shipping indie games.
I graduated with a Degree in Videogame Development from Universitat Jaume I (UJI). Early on, I realized my real passion was at the intersection of complex algorithms and empowering other developers with tools that let them work faster and cleaner.
I co-founded BackToBits Studio, an independent studio where we've built and showcased games like K-Boom! and GoblinMancer at major Spanish events including the SAGA Barcelona Game Fest and the Guerrilla Game Festival. Within our team, I act as the lead programmer and tool engineer, building custom editor and managing the coding team.
Currently, I balance indie development with my PhD research into procedural generation and game tech, exploring how constraint-satisfaction algorithms can solve real production problems in modern game engines.