Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 1, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Andrea Baldiraghi's Blog

 

I am Italian, living in China.

I decided to learn video game programming in my free time so I programmed "Skiddy, the slippery puzzle" for BigBangPixel. Winner of Mob App Awards Milano 2013 for Games & entertainment. special Price at dream, Build, Play 2010

During development I also programmed various tools, a desktop version for previous windows versions, an Xbox version and an IOS port in progress.

I am now working on BigBangPixel's GangPad, the first Mega Massive Multiplayer Local Rapid Party Game.

 

 

 

Member Blogs

Posted by Andrea Baldiraghi on Thu, 12 Jan 2017 10:43:00 EST in Design, Programming, Indie
We conclude this series investigating what are interesting characteristics of a level and determine if we can now answer our original question: "Can computer-aided puzzle design help us create fair, fun and interesting challenges?"


Posted by Andrea Baldiraghi on Wed, 02 Nov 2016 06:16:00 EDT in Design, Programming, Indie
Now that we can check for level correctness and create fair challenges, we try to implement "fun" rules in Skiddy's editor.


Posted by Andrea Baldiraghi on Thu, 29 Sep 2016 03:39:00 EDT in Design, Programming, Indie
Can computer-aided puzzle design help us create fair, fun and interesting challenges? Let's find out discussing our approach in Skiddy, The Slippery puzzle, puzzle game with simple play mechanics but a complex level creation problem. Part 2


Posted by Andrea Baldiraghi on Wed, 10 Aug 2016 11:01:00 EDT in Design, Programming, Indie
Can computer-aided puzzle design help us create fair, fun and interesting challenges? Let's find out discussing our approach in Skiddy, The Slippery puzzle, puzzle game with simple play mechanics but a complex level creation problem. Part 1



Andrea Baldiraghi's Comments

Comment In: [Blog - 11/02/2016 - 06:16]

Thanks, they should be fixed ...

Thanks, they should be fixed now

Comment In: [Blog - 09/29/2016 - 03:39]

Yes, the phrase is to ...

Yes, the phrase is to be taken in the context of our design goals and game rules. We wanted to minimize negative feedbacks and reassure players that there are no wrong moves that compromise the state of the level and force you to restart. Due to our mechanics once you ...

Comment In: [Blog - 08/10/2016 - 11:01]

Because Skiddy is made with ...

Because Skiddy is made with monogame, not unity. r nThere is an in-game editor anyway, but for the checking part we wanted a separate, specialized program. This is 155 kilobytes and, because the designer lives in a different country and It 's hard for me from china to upload to ...