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.
Part 3 of my analysis of my failed Kickstarter campaign. Weâ€™ve gone over the plan, weâ€™ve gone over the data; now itâ€™s time to sit down, look at the results and draw out some lessons.
Part 2 of my series analyzing why my Kickstarter campaign failed. This time we go deep into the different marketing tactics and the data behind them. Come check it out!
Thinking about making a kickstarter? Read on to learn my thought process, strategy and how it came crashing to the ground. Get all the backend data so you can compare them to your own campaign and learn from someone else's mistakes!
A list (with examples!) of practical design tools that I used during the development of my game Puppet Master: The Shadow Government Simulator.
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.
Rafael Vazquez's Comments
[Blog - 07/12/2021 - 10:14]
Second what Nathan is saying, ...
Second what Nathan is saying, and I would also add there are plenty of indie puzzle games where players are forced to move in certain directions to create actions. Some examples off the top of my head include:Snakebird - https://www.youtube.com/watch v WJJa3hMbs4s ab channel NoumenonGamesWilmont 's Warehouse - https://www.youtube.com/watch v ...
[Blog - 07/30/2020 - 11:06]
I found this topic incredibly ...
I found this topic incredibly intriguing, and I 'm really happy your wrote about it. I 'm working on a puzzle/strategy game where you are the Illuminati in midst of a campaign to take over the world. In my mind this is a ridiculous proposition, and falls squarely in fantasy ...
[Blog - 05/04/2020 - 11:44]
Thanks Jesse Black box I ...
Thanks Jesse Black box I think is the perfect term it 's like the Steam algorithm in that way the only way we 're going to decipher these things is by sharing info good and bad. r n r nI 'm glad you liked the series :
[Blog - 04/26/2020 - 11:13]
Yeah, I know :P I ...
Yeah, I know :P I felt it was important to know the context of why these decisions were made but then that piece was 20 pages long so I had to separate it, haha
[Blog - 04/17/2020 - 10:14]
I see where you 're ...
I see where you 're coming from Gerry. I guess it depends on the POV. For me the campaign failed well, because the money would have been nice :P I 'll talk in detail about the consequences of the campaign in part 3, but the project did not escape unscathed ...
[Blog - 03/09/2020 - 10:18]
Glad you liked it The ...
Glad you liked it The tutorials are particularly hard, as it does need to be a more controlled environment. I feel that for those other tools such as the user journey https://theuxreview.co.uk/user-journeys-beginners-guide/ user flow https://uxdesign.cc/when-to-use-user-flows-guide-8b26ca9aa36a , would probably be more helpful :