David Canela's Blog
Hi, I'm a game and audio designer from Switzerland/Spain. In a previous life I worked in the legal field, but then decided creating rules that bring people joy could be even more fun than working with the rules of society ;) When I'm not doing contract work in the audio field (sound effects and music), I currently work on my own game called Modsork.
A brief, case-study based observation on how designers can work around limitations and weaknesses of input and output hardware by making smart choices about their game's fictional world.
A look at the design motivations and the reasoning behind the overhaul of MODSORK's power-up system. How the implementation of gesture-activated special abilities improves the game on visceral and strategic layers, as well as its conceptual coherence.
Recently, I've prioritized unusual things such as menus & a tutorial over developing gameplay features or producing content. Here I explain how and why my approach of taking the game to as many game shows as possible drove these decisions.
Thoughts and learnings on showing your game at game events, based on experiences from various game expos in the last 6 months, from a one-man studio's perspective. Topics: Should you even go?; Preparation; Booth Design; During the Show; Aftermath;
There is cultural value in a healthy, open and free mod scene. Will the addition of easy monetization routes somehow harm the modding community? I'm optimistic that it'll turn out fine, even if there will be casualties.
A critical look at some of DA:I's menus (on PS4) and how they're accessed, along with ideas how they could be handled differently. Focus lies on 1) unresponsiveness of character switching inside menus and 2) the crafting/modification menus.
David Canela's Comments
[News - 02/17/2017 - 06:54]
This is slightly off-topic, but: ...
This is slightly off-topic, but: r nAre expectations really that high for HL3 Isn 't it possible a large amount of people would be perfectly happy with a competent shooter that brings closure to that storyline Doom worked. Wolfenstein worked. Titanfall 2 was lauded for its campaign. It didn 't ...
[News - 02/17/2017 - 03:59]
Unfulfilled consumer expectations and a ...
Unfulfilled consumer expectations and a silly fallacy that somehow won 't die are at the source of many Walking-Simulator Games/Notgames discussions. The label game describes specific properties, not this is good/this is bad . Yet it is used as such by both critics let 's just generously call them that ...
[News - 02/10/2017 - 01:03]
Yeah, the issue needs to ...
Yeah, the issue needs to be tackled from multiple angles and the number of games is certainly a huge factor that impacts the feasibility of discoverability strategies. Just wanted to point out what at least some years ago, it may have changed to me looked like a serious lack of ...
[Blog - 02/02/2017 - 11:05]
As a solo developer with ...
As a solo developer with plans to get my game onto consoles after Steam, this is a big unknown and I wish there was more info available to better estimate what I 'll be getting myself into, especially when it comes to specifics. Thanks for the article
[News - 12/05/2016 - 04:00]
[Blog - 10/19/2016 - 10:02]
While there may be no ...
While there may be no tech arms race in mobile games, there 's definitely a marketing arms race instead. Huge amounts of money aren 't even invested in the games, but in ads. The only ones who benefit are marketing companies. r n r nDon 't get me wrong, this ...