Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 10, 2016
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Javier Degirolmo's Blog


Mainly a programmer, but I do other things as well. I'm also involved in homebrew for old systems and demoscene. Currently on hiatus.

Sorry, I don't give away my personal contact info unless it's somebody I already know :)


Member Blogs

Posted by Javier Degirolmo on Mon, 25 Apr 2016 01:53:00 EDT in Design
Sometimes games leave room for the imagination, and you start taking things for granted that the game never implied at all. Here's an example of how such a thing can happen with (a quite obscure) Japanese game I.N.R as our subject.

Posted by Javier Degirolmo on Tue, 02 Feb 2016 01:37:00 EST in Programming, Console/PC, Indie
The 3D mirror effect in the first level of Project MD is generally acknowledged as being stunning for the Mega Drive, and surprisingly more complex than it seems. Here's a detailed analysis of how it all works.

Posted by Javier Degirolmo on Thu, 21 May 2015 02:10:00 EDT in Design
Here I describe how the camera works in Sol. This is especially interesting when zooming is enabled, since the camera behavior is much more complex to compensate for the smaller viewport.

Posted by Javier Degirolmo on Tue, 12 May 2015 01:45:00 EDT in
Every often a designer will talk about how they made a not oversexualized female character, but here I'll point out what's wrong with what they're doing.

Posted by Javier Degirolmo on Mon, 13 Oct 2014 02:11:00 EDT in
Another developer got death threats. Want to stop this? Then let's consider taking more drastic actions and actually attack the core of the problem.

Posted by Javier Degirolmo on Tue, 28 Jan 2014 10:44:00 EST in Design
In this post I explain how I adapted my platformer game to work with an one-switch control scheme and allow players that have severe mobility issues to play the game.

Javier Degirolmo's Comments

Comment In: [Blog - 11/21/2016 - 12:49]

Grammar there, the indie games ...

Grammar there, the indie games are forced into known genres, not the developers who are the ones forcing them :P

Comment In: [Blog - 11/02/2016 - 02:58]

4 is a bigger deal ...

4 is a bigger deal than people think, and that 's ignoring how that particular incident panned out. Internet access being so common means that people will find out if you changed anything, and if there was anything controversial, they 're going to complain about it anyway even if the ...

Comment In: [News - 10/24/2016 - 10:26]

Yeah that 's why I ...

Yeah that 's why I said in my other reply that it 'd be nice to see if more levels are identical. If a significant amount is rather than just these two then that 'd be a bigger issue.

Comment In: [Blog - 10/19/2016 - 10:02]

As a counterargument, usually I ...

As a counterargument, usually I can 't stand restaurants because it feels like overpriced food that barely even fills me. Don 't give me like half the dish then add a mint and claim it 's expensive because it 's gourmet , I 'm there to eat not to watch ...

Comment In: [Blog - 10/12/2016 - 04:31]

The idea is that you ...

The idea is that you don 't even know how the controller looks. In fact, the idea is that you don 't even know what the input device is , could also be a keyboard, a mouse, a touch screen, a headset, whatever all stuff with wildly different mecanisms and ...

Comment In: [Blog - 10/10/2016 - 03:44]

Phantasy Star I is also ...

Phantasy Star I is also notorious for telling nearly all the story through normal NPC interactions too I think the only actual cutscenes are the character introductions and the ending . People who insist gameplay and story should stay closer together may want to look into it, since even though ...