Writter, game design and pixel art.
🌊 Play Verne: The Shape of Fantasy on Nintendo Switch and Steam.
My mind was totally hacked when I was a kid, so I'm all about X-Men 😁
#MarvelLegends #Xmen
My mind was totally hacked when I was a kid, so I'm all about X-Men 😁
#MarvelLegends #Xmen
#pixelart #pixelartist #indiegame
#pixelart #pixelartist #indiegame
Sculpting in Time by Andrei Tarkovsky.
Sculpting in Time by Andrei Tarkovsky.
➡️ https://buff.ly/ExqDE5q
#storytelling #videogamescript #indiegamedev
➡️ https://buff.ly/ExqDE5q
#storytelling #videogamescript #indiegamedev
#scifi #scifimovie #screenplay #storytelling
#scifi #scifimovie #screenplay #storytelling
We draw maps to ensure that the narrative and gameplay flow smoothly. Often we have to adjust parts of the script or redesign parts of the map to improve the narrative. We use Illustrator to create the maps and we paint the pixel art on them.
We draw maps to ensure that the narrative and gameplay flow smoothly. Often we have to adjust parts of the script or redesign parts of the map to improve the narrative. We use Illustrator to create the maps and we paint the pixel art on them.
Once the entire story is finished, we focus on each character for a final review. We want to ensure they all have their own agenda and motivations, undergo transformation, and serve the story. This review helps you fill in any holes in the plot.
Once the entire story is finished, we focus on each character for a final review. We want to ensure they all have their own agenda and motivations, undergo transformation, and serve the story. This review helps you fill in any holes in the plot.
Every dialogue has to serve the story, like presenting a problem, opening a new mission, or getting key information. We write the dialogue with all its options and decisions separately from the main script. We use Draw.io.
Every dialogue has to serve the story, like presenting a problem, opening a new mission, or getting key information. We write the dialogue with all its options and decisions separately from the main script. We use Draw.io.
When writing all the branches and possible endings, we focus on intention and obstacles—in other words, the conflicts the character must overcome to achieve their goal. Each scene must have its own. We use Final Draft.
When writing all the branches and possible endings, we focus on intention and obstacles—in other words, the conflicts the character must overcome to achieve their goal. Each scene must have its own. We use Final Draft.
We create a comprehensive document detailing the world's rules and a timeline of events that occurred before the game begins. This information doesn't necessarily appear in the story, but it helps us to understand why things happen and ensures consistency.
We create a comprehensive document detailing the world's rules and a timeline of events that occurred before the game begins. This information doesn't necessarily appear in the story, but it helps us to understand why things happen and ensures consistency.
After the documentation comes the first step of the writing process: writing an outline. In my case, this means summarizing the story from beginning to end and reflecting the main events of the plot. To write the outline, we use Scrivener (@scrivenerapp.bsky.social).
After the documentation comes the first step of the writing process: writing an outline. In my case, this means summarizing the story from beginning to end and reflecting the main events of the plot. To write the outline, we use Scrivener (@scrivenerapp.bsky.social).
One of the main comments we receive from our players is that they like to learn new things while playing. That is our motivation for writing, but first, we need to read a large amount of material and search for information.
One of the main comments we receive from our players is that they like to learn new things while playing. That is our motivation for writing, but first, we need to read a large amount of material and search for information.
For us, it is essential to know why we want to tell a story In Verne: The Shape of Fantasy, I wanted to evoke nostalgia for the extraordinary, pay tribute to Jules Verne—who captured my imagination as a child—and introduce players to his works.
For us, it is essential to know why we want to tell a story In Verne: The Shape of Fantasy, I wanted to evoke nostalgia for the extraordinary, pay tribute to Jules Verne—who captured my imagination as a child—and introduce players to his works.
📺 www.unir.net/evento/openc...
#storytelling #indiedev #narrativa #guion
📺 www.unir.net/evento/openc...
#storytelling #indiedev #narrativa #guion
Yes, I'm guilty: I'm a huge fan of Dark City 😁
Yes, I'm guilty: I'm a huge fan of Dark City 😁