I’m LTTP, but here are some thoughts about innovation in game design

I keep looking at the work of game designers, trying to find out how their approach differ from one another, if it does. As I keep doing so, I’m realizing that such difference very rarely (if anytime at all) is radical¬†and this¬†is, at last, getting to me as a good thing. Instead of seeing most … Continue reading “I’m LTTP, but here are some thoughts about innovation in game design”

A Landlord’s Dream v1.2 Update: Spanish and Italian translations and more!

a landlord's dream, sci-fi point and click adventure game

After a long while, here’s an update for A Landlord’s Dream! Translations Thanks to Maximiliano Vaccaro (LinkedIn, Twitter) the game is now available in Spanish! The game is now also available in Italian. You know, being Italian myself, it was about time! You can now choose the game’s language both in the Title Screen and … Continue reading “A Landlord’s Dream v1.2 Update: Spanish and Italian translations and more!”

Codemotion Rome 2018: old and new friends, Llamasoft and puzzle design

or: How I went to give a talk about puzzle design in adventure games and came back with an interest in hardware programming. On April, 18 you could find me in Rome, among over 2000 people attending Codemotion tech conference. The event was held at the engineering department of Roma Tre University, a place I … Continue reading “Codemotion Rome 2018: old and new friends, Llamasoft and puzzle design”

Unfinished game projects: what if they were 0-dev Game Projects?

Closed blue door, in a green metal wall

As many other creators (if not all creators), I have a whole bunch of unfinished projects. Broken prototypes, things that sometimes didn’t even get as far as two lines of pitch in a text file. I often look at them and wonder: “What should I do? Should I delete them? Give them another try, with … Continue reading “Unfinished game projects: what if they were 0-dev Game Projects?”

The language that all things, living and dead, speak

I thought about whether to publish this or not for a while. The reason is simple: I have great respect for the work of Prof. Brian Moriarty, both as a professor and as a game designer. I cannot help but feel that, no matter how I elaborate this, it would not give enough justice to … Continue reading “The language that all things, living and dead, speak”

Pilgrim’s Rock Devlog #1: First Experiments; 30 seconds with Tim Schafer

Tim Schafer signing an autograph to Christopher Sacchi (LostTrainDude) at Milan Games Week 2017

I think I’m going to change the game’s name later on. In the last weeks I spent some time playing around with Chris Crawford’s theories for Interactive Storytelling, based on the three lectures he recorded for his Encounter Editor for Siboot. Also, I went to an event in Milan where Tim Schafer gave an hour-long … Continue reading “Pilgrim’s Rock Devlog #1: First Experiments; 30 seconds with Tim Schafer”

Pilgrim’s Rock Devlog #0: Setting, Accessibility, Design Utopias

Pilgrim's Rock mockup title screenshot

I decided to discuss the development of a new adventure game I started working on, from pre-production to the eventual – hopeful – release. It’s the first time I do a devlog or dev diary, so please bear with me and feel free to leave a comment, if you have suggestions on how it could … Continue reading “Pilgrim’s Rock Devlog #0: Setting, Accessibility, Design Utopias”

One Thousand Voices – 1000 videogame developers in a thread

One Thousand Voices by @moshboy, 1000 game developers' Twitter thread

“One Thousand Voices” is a 1000 posts long Twitter thread. Each post is dedicated to a different videogame developer and I’m thankful for being among them. @moshboy said that he wanted to “encapsulate everything that videogames can be”. I don’t know if he really managed to do such thing, but he took the plunge and … Continue reading “One Thousand Voices – 1000 videogame developers in a thread”

New point and click adventure game release: The Fickle Hands of Fate

After quite some time, I finally released something new! The Fickle Hands of Fate is a free short single-click point and click adventure game I developed with Adventure Game Studio. I released it for Monthly Adventure Game Studio competition in May 2017, where the theme was… Well… The Fickle Hand of Fate… But while the … Continue reading “New point and click adventure game release: The Fickle Hands of Fate”