Category Archives: Game Design

“Addiction.”, A new OUYA game. An explaination

I have recently set aside my main project to work on a much smaller, much more personal game. It’s called Addiction., and it strives to represent my feelings when dealing with addiction an compulsions in general, using abstract gameplay mechanics. In this post, I’ll try to describe the ideas that I wanted to convey, as well as the mechanics I used to do so. The game is freely available at the OUYA store and will be coming soon to Google Play, but here’s a screenshot of what the gameplay looks like: Continue reading


Are Videogames Art? My Two Cents

Since I’ve been involved in game design, everywhere I go, there it is. That damned and useless discussion: Are videogames art? So here are my views on that. I will be focusing on videogames, because I haven’t really thought enough about other sorts of games, so I’ll be using “videogames” and “games” indistinctly.

For me, games are art. Here’s why: Continue reading

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Game controls design and Implementation

In this post I will talk about an interesting feature I added this week: Touchscreen controls.

Why touchscreen controls? Wasn’t this a console game?

This will be a console game, as soon as my OUYA arrives, or they alow me to cancel the preorder and buy it on Amazon or soemthing like that. But, as I don’t have it yet, I need a way to test the other functionalitues fo the game, so I figured, Why not design touchscreen controls now, so I can also post it on Google Play?

And thus the design process started. Continue reading

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Level design: Difficulty in the solving vs difficulty in the execution

DISCLAIMER: I probably have no idea about this. I am just expressing some things I have seen in the games I refer to. Feel free to critique (please, do so, I am here to learn), but keep in mind that I am only learning. In addition, I must add that I will only be focusing in the mechanics of the games used as examples, completely setting aside whatever story, soundtrack, graphics or any other thing.

That said, let’s jump into the topic. This update comes packed with my insights on videogame design. Throughou the entire post I will be explaining the title, and providing examples of games to illustrate my point.

What does the title mean?

Well… Braid, Super Meat Boy and Thomas Was Alone are all 2D platformers, and the objective in all of them is the same: To get to a certain point (be it puzzle pieces in Braid, keys, bandanges and Bandage Girl in Super Meat Boy, or portals in Thomas). That would be the “puzzle” to solve. In order to reach that goal, you must execute a series of movements (no shooting, etc. Just movements). And still, these three are very different games.

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Yesterday, I set up to paper-prototype the game. This is a record of the experience:

Why paper?

There are two main reasons for choosing paper (meaning non-digital) over GameMaker (the free version) or any other digital easy-to-use-so-good-for-prototyping tools.

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NEW! Game Concept

Hello again.

I know It has been a while since my last update, and I’m really, really sorry for that, but I’m back, and my holidays have just started, so I am hoping to have lots of material to offer. So, whithout further hype, here comes what I’ve been working on for this long time.

New Game Concept?

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Game Concept

Lately I’ve been thinking about what the game should be about, what can I make that is at least interesting in 10 minutes. I cannot go for compelling narrative or aesthetic beauty, since I just don’t have the resouces to do that. I cannot create any interesting gameplay mechanics, because that is too much of a challenge at design level for an amateur like me to do in 3 months. And suddenly, I had a burst of inspiration about two weeks ago:

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