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”
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”
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?”
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”
“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”
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”
Supercontinent Ltd, cyberpunk-ish point and click adventure game, delivers a huge world using a single room and a landline phone. How? Dialog, mostly.
What did I learn about Game Development in 4 years? Not much, probably. Not enough, indeed. Something, for sure.