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 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.
Some thoughts on the music and ambiences of Dark Souls. The structure of when to play music, and what kind, can be an opportunity to reinforce an underlying theme of a game. This post is originally from my personal blog at david-canela.com/blog.
David Canela's Comments
[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 ...
[Blog - 09/15/2016 - 10:26]
Comparing games from long ago ...
Comparing games from long ago with games today makes little sense, even though both can be called a game . If I think the product 60 got me in the 90ies to what it gets me today it becomes clear distribution and tech costs pale in comparison to the other ...
[News - 09/13/2016 - 10:23]
Backers can be extremely critical. ...
Backers can be extremely critical. But anyway, it 's not about removing bias good luck with that , it 's supposed to be about weeding out plain fradulent reviews, as far as I can tell. So ignoring backer reviews is removing a lot of valid data points, no matter how ...
[News - 09/13/2016 - 11:57]
I was thinking of doing ...
I was thinking of doing some pre-Early Access on itch.io 's Refinery before getting on Steam. The decision for when the right moment is for that hasn 't become easier. Get on Early Access too early and you 'll get negative reviews from folks who aren 't satisfied with an ...
[Blog - 07/28/2016 - 10:27]
How did you get the ...
How did you get the .gifs into the description part of the Greenlight page r n r nEdit: found it :