Rafael Vazquez's Blog
I'm a game designer with an engineering background and experience in leading multi-cultural and multi-disciplinary teams in the creation of digital media. Specializing in gameplay system design and workflow management for creative industries, also experienced in level design, programming and storytelling. Worked on a great variety of projects and given several lectures on game design and published papers on game balance. Main interests include the exploration of new forms of digital interactivity and easing the communication between the logical inner world of the computer and the emotional world of human psychology.
It's true I envy film. It's not actors, technology nor recognition. I am jealous of the lonely cinephile; of the time invesment in his craft. While he can easily analyze over a film a day, I crave more time to study my craft. However, I've got a plan.
Mid-tier development is dead and buried.....or so they say. In reality we're in the brink of their renaissance. If the trends that brought the so called downfall continue, we'll see an explosion of mid-tier companies soon.
In due time, you'll find yourself in this terrible position. The game is in production, everyone is hyped about it, and you can feel it staring at your face. A major design flaw... How do you even begin to fix it without disrupting production.
Well the game of 2020 competition now over. My entry did not enter the winning circle; and no wonder, those are some pretty good designs. Anyway, I'm posting my entry to get some feedback and become a better desinger. Constructive criticism is encouraged.
Rafael Vazquez's Comments
[Blog - 09/15/2015 - 02:53]
I 'll second this. Presence ...
I 'll second this. Presence is an experiential tool that we have at our disposal to create the experience that we and the players want to encounter just like fun is. Not all games have to be fun in the traditional sense Cart Life and Papers Please come to mind ...
[Blog - 01/05/2015 - 01:17]
I agree with you 100 ...
I agree with you 100 it is very much a shame that Rise of Legends didn 't do as well as it could. Another factor that I believe impeded its success was that each faction was super specialized to a single startegy, which was hard to break out of. Tyring ...
[Blog - 05/26/2014 - 03:47]
I could have not put ...
I could have not put my own thoughts in better words.... I totally agree. The only constant in game dev is change. There has never been a moment when the industry is in flux. There 's always a new gold rush on the horizon, an old platform dieing out, a ...
[Blog - 07/28/2013 - 11:59]
[Blog - 03/31/2013 - 09:42]
[News - 12/06/2012 - 04:11]
I am glad to hear ...
I am glad to hear that the Vancouver game industry is recovering and diversifying.... a varied industry is a more flexible and ultimately more stable one.