domingo, 7 de fevereiro de 2021

terça-feira, 2 de fevereiro de 2021

Screenshots of my new game

Rapid Eye Movement (R.E.M.) is coming soon! Check some images to understand the gaming atmosphere!


segunda-feira, 1 de fevereiro de 2021

Eight solo game developer mistakes to avoid

Another excellent video with brilliant ideas from Ask Gamedev YouTube channel.

Eight Solo Game Developer Mistakes to Avoid:

1.Lack of feedback
2.Lack of demo build
3.No source control
4.Coding standards
5.Custom engine
6.Bad art
7.No test plan
8.Not finishing


domingo, 3 de janeiro de 2021

My new videogame is coming soon! "Rapid Eye Movement" is under construction!

Weel, it's a fact: my new horror game is under production and it will be launched in 2021!

Rapid Eye Movement (a partnership between my indie studio Abysstrakt Games and T4 games) — or R.E.M. — is an independent game created for PC and consoles. At the time this post was being written, the game was in the middle of its development process, so it is important to say that some images used here came from the prototype version (the release of the final version is scheduled for the end of 2021).

R.E.M. is a game about dreaming; specifically, about an agonizing nightmare. In a first-person view, the player has exactly three minutes to complete a series of puzzles structured with some clocks scattered in the scenario. Each clock has a unique color and a unique solution; the player must be fast and ingenious to decipher some hints provided by objects displayed in the rooms and then set the right time on the clocks. If the player fails to set the clocks in three minutes, they return to the initial gaming scenario and must start all over again

All the action in R.E.M. takes place inside a strange and distorted house; each room has walls filled with images of old distressing memories. The game design goal that best defines R.E.M. is to cause a feeling of estrangement in the player.

The narrative is mysterious and subject to various interpretations. In the beginning of the game, a monotonic and depressive voice gives some hints about the gaming atmosphere and objective:

Below we reproduce the full text that is the starting point for the dreamlike mood of Rapid Eye Movement:

I have a recurring dream.
In fact, it’s not a dream. It’s a nightmare.
I can say it’s a nightmare because I want to wake up and I can’t.
Everything always starts like this:
I’m in my childhood home.
I know I’m not alone.
However, it is not a human thing that keeps me company.
It’s some kind of shadow.
In dreams (or in nightmares) we don’t question the facts, we just accept them.
I know there are clocks around the house.
I know I have to adjust the clocks correctly.
I know that time is short.
I know that if I don’t succeed, everything will repeat itself. I know. I just know.

Below you can check a little bit from the pre-prototype version (created with Unity):

Wait for news, trailer, demo and more information soon! The game will be presented in HCI conference in July. This year will be full of new games for my portfolio!


segunda-feira, 7 de dezembro de 2020

10 best games I played in 2020

2020 was a terrible year due to the coronavirus pandemic, but it was a good year in terms of games (at least for me). I played a lot of good games this year and I present in this post a list of the 10 that I liked the most. Check it below and I'm crossing my fingers for a better year in 2021.

What I liked about the game: beatiful narrative; delicated graphics; great puzzles (using time travel mechanics).

What I liked about the game: dark atmosphere; unfamiliar soundtrack; abstract narrative; awesome puzzles.

What I liked about the game: the monster's movement system is epic!; excellent pixel art.

What I liked about the game: it's strange (a lot).

What I liked about the game: narrative is perfect; graphics are perfect.

What I liked about the game: the "3D" puzzle system is very interesting; narrative is nice.

What I liked about the game: there's a beatiful story behind the game creative process; awesome pixel art; the dash mechanics is perfect!

What I liked about the game: cute and clever.

What I liked about the game: very funny tower defense mechanics; characters are awesome.

What I liked about the game: insane procedural scenario; combat is great; narrative is perfect; Zagreus (main character) is very charismatic


domingo, 8 de novembro de 2020

Strangeness in games

If you, like me, are a fan of Kafka’s and Don DeLillo’s books, like the way David Lynch directs his films, and know how to appreciate the dark atmosphere from Lustmord’s compositions, you are certainly a person who loves to experience a feeling of strangeness in different mediatic productions.

It’s hard to explain; you read the book, watch the movie, listen to the music etc. and, at first, can’t say with clear words why you liked the content so much. This bizarre feeling of strangeness possesses your inner self as a familiar memory and generates an equal strange feeling of pleasure.

It’s also difficult to explain in a few words all the sensations in this context, but in this post, I want to talk about some games that brought up this feeling of strangeness in me. It’s a short list with brief comments of each one. I hope you like the titles and feel free to share in the comments what kind of game gives to you this feeling of strangeness, too. =)

1. Paratopic: characters with distorted voices and faces, extremely dark soundtrack and a fragmented script that invites the player to complete the narrative in his mind. Paratopic is a short game but with a great experience (especially if you like David Lynch’s movies).

2. North: this is a bizarre title about an immigrant from a distant land arriving in an industrial city trying to earn money for his family. Gray aliens NPCs, cameras following you all the time, a temple filled with people praying for a huge eye are some of the elements that make North a unique game.

3. Here they lie: this one is a Kafkian nightmare filled with anthropozoomorphic beings. It’s a narrative about finding love in the middle of corruption and filth. One point to highlight: the sound design is extremely exquisite.

4. Bloodborne: well, when I talk about games that bring up a feeling of strangeness in me, I’m not talking only about indie titles. Bloodborne is strange from the beginning to the end. The scenario’s medieval structures with demons and the elements of steampunk are a perfect mix for a very rare experience.

5. YINSH: this is a board game. So, you can ask me: how can a board game create a sense of strangeness in its experience? I can tell you that the game’s box cover always takes me to a distant place; to an alien landscape in which we are commanding living geometric shapes dueling in a colossal arena. I think all abstract games have this effect in me, but YINSH specifically affects me more in this sense.

Well, without doubt, this post is one of the strangest from the last years. Hope you like the references and the ideas.


sexta-feira, 30 de outubro de 2020

Quote of the week

"Let the impulse dictate the logic. This was the gambler's creed, his formal statement of belief"

Don Delillo - THE SILENCE (2020, p.18)