Hey, I'm Gabriel Padinha. Some people call me Gabrielo and I design games.
I'm graduated from Amazonas State University in Digital Games Technology and since 2017 I've been working in Black River Studios, being part of Conflict 0: Revolution and Dead Body Falls team.
This post cover through the lens of a game designer the way we created a fun to interact with Artificial Intelligence in our last turn-based strategy title.
Dead Body Falls takes place in a fictional hotel, with a disturbing and lonely setting to pass the player the feeling of something's wrong and, in a deeply view, not real. How did we shape such narrative through level design to reach this feeling?