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Sergio Rosa's Member Blogs
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Building characters |
| Posted by Sergio Rosa on Tue, 12 Feb 2013 01:28:00 EST in
Design,
Indie
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| Today I want to talk (or rather, write) about characters and why this matters. In some games, characters are "empty vessels" that players step into, but in other games, characters are something more, and actually important and meaningful. |
| Read More... | 1 Comments |
Violent videogames? Just gimme my Clockwork Orange!  |
| Posted by Sergio Rosa on Mon, 21 Jan 2013 02:44:00 EST in
Indie,
Design
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| I don’t want people to think videogames are maturing because they see “what else a videogame can be” and get a game about walking, but because they see this game about a homeless drug addict or this kid who joined the gangs to escape his abusive parents. |
| Read More... | 1 Comments |
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Evolution of Enola, and last post… |
| Posted by Sergio Rosa on Tue, 08 Jan 2013 03:03:00 EST in
Design,
Indie
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| ... of year 2012, obviously. This is not my last post ever.
On this post: changes and evolution of my horror game project, Enola. New year resolutions. Making a "monsterless" horor game.
(This was originally posted on my blog on Dec 31st) |
| Read More... | 0 Comments |
Alternative to "Steam's monopoly"? Less talk and more action helps...  |
| Posted by Sergio Rosa on Tue, 18 Sep 2012 12:43:00 EDT in
Indie,
Business/Marketing
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| We've heard how Steam can make the difference between making some money or no money at all, but every now and then we hear one of the "legitimate indie devs" downplaying Steam, saying "if you build it (and it's "worth its salt"), they will come." |
| Read More... | 20 Comments |
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Steam Greenlight: First days |
| Posted by Sergio Rosa on Wed, 05 Sep 2012 11:38:00 EDT in
Business/Marketing,
Indie
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| Unlike some, I think Greenlight could be a very good thing for Steam, indies and players, based on the concept “on paper.” However, These past days I’ve been thinking about what works, what doesn’t, and what’s missing. |
| Read More... | 4 Comments |
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Why making a violent game may make sense |
| Posted by Sergio Rosa on Mon, 27 Aug 2012 05:17:00 EDT in
Indie,
Design
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| You may or may not know I was interviewed by Eric Caoili from Gamasutra a couple of weeks ago. Someone on the comments asked why not make a non-violent game instead, and I thought that was an interesting question so here I’m trying to answer that. |
| Read More... | 1 Comments |
Storytelling in videogames AKA games are NOT movies  |
| Posted by Sergio Rosa on Mon, 06 Aug 2012 03:09:00 EDT in
Console/PC,
Design
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| I’ve been hearing/reading a lot lately about the parallels between video games and movies, how games can deliver “cinematic” stories, how games are now very “movie-like,” and how some don’t even know there’s a difference between games and movies. |
| Read More... | 8 Comments |
Why I will just "wait and see" if the OUYA delivers  |
| Posted by Sergio Rosa on Mon, 16 Jul 2012 02:12:00 EDT in
Indie,
Business/Marketing
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| To tell the truth, a new device is always interesting to me, but there are a few things that make me rethink everything about this new console. |
| Read More... | 5 Comments |
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A high schooler's first gamedev steps: 3 hours with GameMaker |
| Posted by Sergio Rosa on Mon, 02 Jul 2012 02:50:00 EDT in
Design,
Indie
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| As an independent developer (or indie, if you will), you're often asked "how to get involved in game development," but then you get the "I'd love to be a game dev but..." that only translates to "lack of commitment." |
| Read More... | 3 Comments |
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Violence through the eyes of a salvadoran game developer |
| Posted by Sergio Rosa on Tue, 19 Jun 2012 11:47:00 EDT in
Design
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| El Salvador is one of the most violent countries in the world, with one of the highest murder rates. Like it or not, that changes how one can perceive violence, compared to "more peaceful" countries. |
| Read More... | 4 Comments |
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