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Member Since 09 Apr 2013
Offline Last Active Jan 28 2015 07:30 AM

Topics I've Started

How could we break the "OBJECTIVE: FIND THE KEY" module.

27 December 2014 - 02:58 PM

Having "OBJECTIVE: FIND THE KEY" in games is the equivalent of today's broken school module.


They both kill curiosity, both present a set of priorities you must follow otherwise you will never become the successful person (hero) you want to be.

The problem here is that there are endless variables that don't come to consideration,


Personally i think a revamp could have a great impact on how games are made these days.


What if the player doesn't want to become the hero?

What if they want to upgrade their character and not care for the story?


There are so many variables to consider and its obviously impossible to fit so many into a single game, its crazy actually, but i've learnt something of good worth after releasing my first game. To my surprise there were people that were completely immersed and said it presented many choices when in reality it had none.


So, how did this work? At the time i was clueless, but eventually i understood it was due to keeping the player curious about what to do when most games fill the screen telling you exactly what to do.


Why should we consider this? Because according to the reactions, the sense of achievement is greater when the player discovers rather than is told. (even if it was an illusion) It makes us think rather than blindly follow a path.


My game has its flaws and is not a perfect example of what we're getting at but games like The Stanley Parable, Dear Esther, Gone Home, The Long Dark and many more have conveyed this very well.


Having the player use their curiosity to discover an objective is a much more satisfying experience than the spoon feeding we're used to, specially if there are multiple objectives to find. Minecraft is a wonderful example. I'd like us to familiarise ourselves with this idea, how could we convey things better without telling the player exactly what to do through text or sound? Because in reality we aren't told what to do, we shape our lives and make every choice, so how do we mature it? How could we choose what we want to prioritise in games?


Speak your mind!

Only If - First Person Puzzle Adventure Game [+Download link]

24 June 2014 - 05:32 PM

From the child that brought you disappointment at school,

comes a game that defies the logic of "What you see is what you get"




Examples such as the environment changing when not looking, falling to your death would actually save you, giving empathy to inanimate objects, and a few more concepts that were played about.


A story about your typical Millennial person who was luckily invited to his love interest's party. He then wakes up on the next day to an altered reality to solve puzzles and riddles with the help of a shouting madman.


Screen Shots:


















Teaser Trailer:






Download The Game:


You can Download here: http://gamejolt.com/games/puzzle/only-if/19230/


There are a few things left to fix up & add, but most of the game is already released to the public on Game Jolt.

The complete & final version will be on Steam sometime in July. <- the big boom.


The final version will include english subtitles, trophies & more gameplay.

This game is completely for free.




Development details:

  • The game's was developed by a single person & has been in development for 8 months now and counting.
  • This is my first considerably big game & was developed on the Unity4 Engine.
  • There were several Assets that i bought from the Asset Store that made my work flow much faster & efficient.

The Graphics & First Person Controller were assets that were being sold on the store. Also i couldn't code for the life of me but Hutong's Playmaker, a visual coding tool for designers that helps ill-logical kids like me do what we think we can't do, code a game! http://www.hutonggames.com/

(coders tend to use it as well as it helps do actions quickly.)


Majorly, I Coded, Animated, Wrote the game. I also voiced the main character while my best friend did the "antagonist".


If you've got any questions, please ask ahead!


I hope this game is of interest to you!

Bring back daylight to a world that has none.

12 November 2013 - 06:22 AM

Its called Hub Sweet Hub.

Collect all the orbs, stick to the flower path, avoid enemies and run back to your hub.

Here's the demo:



Teaser trailer:



this is considerably my first actual project,

i'd appreciate any feedback!





How much should i pay our Animator?

11 September 2013 - 05:14 AM



We're recruiting an Animator to join our team and im not sure about how to divide the Animation payment per task.


For our 3D Artists its payment per level assets.

For code its level based as well,


Although since animations are loop-able and we're reusing rigs and models, i have no idea how to divide her payment and i dont want to risk making her over-work or under-work.

Anyone has any tips on how could i break this down?


for simplicity's sake, lets say the game is 10 levels and its $10 per task.

Taking almost ALL the credit?

26 May 2013 - 05:53 PM

Long story short,


i work with a small team and i find it odd how i'm doing almost "everything" (i absolutely love working on the project, not complaining) and i personally think im going to look a little silly on the credit screen.


The team's composed of a Concept Artist, a Character Animator, and an Environmental Modeler.


My credit is going to look like this:


Creative Director, Game Designer, Level Designer, Programmer, Marketing, Project Manager, Writer, Web, Composer, Additional Modeling and Character Animation.


We're all doing good progress with the game, i frankly would hate to complete a game and see this wall of arrogance in the credits, should i wipe this all out and just say "Creative Director"?


im not sure what to do and i need help from people who have been in a somewhat simular situation, thanks guys!


sorry for the silly post.