![]() ![]() She gave me good tips, and after the awful personal experience that I lived through throughout Gylt's development, I tried to make something good on my own again, with more enthusiasm. She is such an incredible and talented person. In my spare time, I continued working on my idea but I kept making the same mistakes: the game wasn't fun! When the pandemic started, I was so tired from working on it that I needed to leave the idea in a drawer and I continued with some small portfolio projects like The Mandalorian Tribute, Wayne, etc.ĭuring this period I spoke a few times about game design, puzzles, etc., with Tatiana Delgado (CEO of Out of the Blue). At this time, I got myself starting working on Call of the Sea with the talented team of Out of the Blue Games. I made different pitches, GDDs with the pillars of the game, etc. The foundations, on the other hand, were pretty solid.Ī few times I redid the prototype entirely. The puzzles were very confusing, and most importantly the prototype wasn't fun. This small prototype took me 8 months to complete and after evaluating the scope and the possibilities to make a complete game, I finally needed to discard it because a few things related to the game design didn't work. After the development of Gylt in Tequila Works in 2019, a lot of new ideas appeared in my mind and I started to develop a small game with high-quality art, a bit like Inside or Little Nightmares. ![]()
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