

Hi! I’m Edgar Cruz, also known as Redgar, a game designer and artist from Mexico with a background in Interactive Technology and Digital Animation. I love building small but expressive indie games that explore mechanics, storytelling, and atmosphere.
I’ve worked across multiple disciplines — level design, narrative, 2D/3D art, and programming — and I enjoy collaborating on projects that challenge creativity within limitations, such as jams or minimalist prototypes.
I’m passionate about the indie community, curation, and helping unique ideas reach their audience.
My passion for video game development started since before the 2000's, when I started working on projects for games made with RPG Maker, here's a relic from those years:
I consider myself a Generalist since I have been able to become proficient in most of designing areas that are related to Game Design, and some others that may not be. Here are some of my previous projects and the roles I took to participate.
(Bitsy Jam entry)
A minimalist Bitsy adventure about errands, subways, and small moments of purpose.
Created for a Bitsy Jam with the theme Black and White, Subbway challenges players to find ten lost papers scattered through a labyrinthine city. Each one brings you closer to reaching the subway and helping a stranded employee. Made entirely in Aseprite, Subbway embraces visual simplicity — its two-tone pixel art highlights mood, focus, and constraint as design tools.
Role: Solo developer — design, art, programming, writing. Tools: Bitsy, Aseprite. Theme: Exploration / narrative micro-game.
(Team project – Game Designer & Pixel Artist)
Fast-paced samurai action set in the chaos of warring-states Japan.
“I need to find my comrades fast!” In Lost Katana, players control injured samurai Kaito as he battles through treacherous landscapes and hostile foes to reunite with his allies. Combining tight platforming and combat flow, Lost Katana captures the urgency and precision of classic pixel-action games.
Role: Game Designer, additional Pixel Art. Contributions: Level flow, core mechanics, enemy behavior concepts, feedback on combat readability. Tools: Unity, Aseprite.
(Jam game – 2-person team)
A procedural dungeon crawler where your fate is rolled by the dice.
Developed for a game jam, Dice Dungeoneer mixes procedural dungeon generation with dice-driven chance. Every encounter, treasure, and danger is determined by a roll of the six-sided die — balancing randomness with tactical choice. I handled all design, art, code, and writing, while my collaborator composed the soundtrack.
Role: Lead Developer — design, programming, art, writing. Tools: Unity, Aseprite. Genre: Roguelike / Procedural Dungeon Crawler.
(Solo project – 3D Isometric Tank Maze)
Pilot a tank through a maze-like underground dungeon in a race against time.
3D isometric arcade game focused on precision and replayability. Navigate maze-like dungeons, beat your best times, and enjoy improved visuals and physics from Martis 1.0. Solo-developed with licensed indie music.
Role: Solo Developer — design, 3D art, programming, gameplay systems. Tools: Unity, Blender. Focus: Replayability, iteration, and user experience.