Luis Diaz's Blog
I'm a 26-year-old game designer who also does some coding, production and PR. I've published more than 50 small games (most of them can be found on itch.io).
Made "Missing Translation", award-winning puzzle game. Now working on "A Place for the Unwilling", an open-world narrative adventure successfully funded on Kickstarter.
I'm addicted to game jams and usually around Twitter
Detective games are broken. Most feel like classic point and click games with a different dressing. How do we improve them? Well, here's a couple of thoughts, questions and an idea that might fix a whole genre.
Whether you're looking for feedback, exposure, press or just meeting other devs leaving your basement/office for a few days might be good for you. Since stepping out of your comfort zone isn't easy we have prepared a list of useful tips you may follow
Describing something you have been working on for a long time is a hard and unpleasant task, but one that must be done. Your pitch is not that different from your level design, it needs to keep getting better. Here's how we have been interating our pitch.
Open-world games have players wandering around a big map which needs to feel organic, while featuring a diverse set of places to keep the player engaged. It's a tough challenge, but here's how we are dealing with it in "A Place for the Unwilling".
Story is usually an important element in our games, but a great narrative is only as good as the method we choose to communicate it. Let's take a look at how some modern games blend together narrative and interaction to craft deeper experiences.
Steam just published a post with news regarding how ratings are displayed on the store page, something that is already affecting many developers. Here's what you need to know about it!
Luis Diaz's Comments
[Blog - 02/08/2018 - 09:25]
That 's a totally fair ...
That 's a totally fair point, though I 'd say when we watch a frenetic action movie we can barely follow what the protagonist is doing, still we 've managed to make games that replicate that feeling. There 's even innovative games like Superhot that don 't require that much ...
[Blog - 06/11/2015 - 01:07]
I 've been making games ...
I 've been making games on my spare time for two years now. Doing lots of game jams, trying to get experience and reputation. I 've published over 30 small games by now. r n r nAbout a year ago I started a longer project, we showcased it at a ...
[Blog - 06/03/2015 - 02:15]
Looks like the game jam ...
Looks like the game jam was a really interesting experience. r n r nI have been working with children for a few years now, teaching different things tennis, chess, gamedev, robotics, etc and I think there 's a lot of room for innovation on educational games. As a gamedev I ...