Rafael Ocariz
rocariz.bsky.social
Rafael Ocariz
@rocariz.bsky.social
👨‍💻 Sr Expert Engineer | Building worlds
LinkedIn: https://www.linkedin.com/in/rafael-ocariz
Pinned
Hey Bluesky! I’m Raf!

On top of working on Call of Duty, I am also developing Project Adam: a brutal, atmospheric survival horror RPG.

Here for dev talk, tech brain-twisters, & creative chaos.
Let’s build cool stuff.

#gamedev #indiedev #horrorgames
Big milestone for us!

We’re finally ready to start pitching.
The prototype is solid, pitch deck polished, videos done, website back online, and our community keeps growing.

It’s been a long road, but we’re ready to take this next step.
Let’s make it happen.

#gamedev #indiedev #pitching #milestone
October 22, 2025 at 3:56 PM
With Playtest 7 next week, we’ll close the prototyping phase for Project Adam!

From there, we shift into pre-production until the end of the year.

Super proud of the team and happy to hit this milestone, every step brings the vision closer.

#gamedev #indiedev #milestone #playtesting
October 2, 2025 at 6:50 PM
We’ve decided to delay Playtest 6 by one week.

After branching to the release build, it was clear we needed more polish to hit our target.

A short delay > crunching the team.

Better to deliver the right experience than rush it.

#gamedev #indiedev #playtesting #leadership
September 13, 2025 at 1:36 PM
Sorry for not posting as much lately, we’ve been fully focused on sprinting toward our pitch demo.

This week we run our second playtest on a more polished build (aka Playtest 6), and I’m excited to see it all come together.

The vision is shining through! ✨

#gamedev #indiedev #playtesting
September 9, 2025 at 12:26 PM
We just wrapped Playtest 5 and it felt like a true evolution

First time playing through the full pitch demo level: the companion with us, tons of dialogue, and more interactions connecting the world

Still some polish and art pass ahead, but close now

#gamedev #indiedev #playtesting #horrorgames
August 25, 2025 at 1:23 PM
Sorry for the radio silence lately.
We’ve been deep in sprint mode, pushing to get the pitch demo’s remaining features done.

By Aug 22, we’ll be feature complete (demo subset) and ready to focus on polish & fixes.

The finish line’s in sight!
#gamedev #indiedev #pitchdemo
August 10, 2025 at 12:42 PM
Attended U/Day Montreal last Thursday

It was great to connect with fellow devs and learn more about Unity’s future, market trends, and smart strategies for optimizing performance in large, complex games

Always inspiring to share challenges and solutions

#gamedev #unity #indiedev #UdayMontreal
July 21, 2025 at 12:00 AM
Yesterday we talked strategy: how to deliver our pitch demo vision with less.

Sometimes it’s not about cutting features—it’s about conveying intent with temporary, faster solutions.

Pitch first, polish later.
Clarity of experience > completeness.

#gamedev #indiedev #scoping #gamedesign
July 12, 2025 at 2:17 PM
We recently ran Playtest 3, this time inside an early version of an actual level.

It was a huge step forward, and the team left feeling energized.

Still rough in places, but the atmosphere and tension? Already shining through.

Felt really good.

#gamedev #indiedev #playtesting #horrorgames
July 1, 2025 at 2:50 AM
Built a modular, instance-configurable interaction volume this week!

Used Strategy Pattern + LSP for clean, reusable behavior.

Took advantage of instance-editable vars for easy setup.

Design patterns aren’t magic, but they scale beautifully.

#gamedev #UnrealEngine #architecture #indiedev
June 10, 2025 at 11:46 AM
We’ve been discussing character implementation lately.

A big shift: moving from hardcoded logic to statetrees.

Camera already runs on them—now it’s time for the character too.
It’s a massive step toward cleaner, scalable systems.

Structure matters.

#gamedev #UnrealEngine #indiedev #architecture
June 4, 2025 at 5:41 PM
Wrapped up the Creative Vision Deck for Project Adam today

As the team grew, I noticed a bit of drift in ideas and direction
So I wrote it all down: clear, consistent, and built with the team’s input

Creative leadership isn’t control. It’s clarity

#gamedev #creativelead #indiedev #gamedesign
June 2, 2025 at 7:19 PM
Today we ran one of my favorite kinds of meetings: a full-team review

I asked everyone to prep a quick update—and wow!

Art, narrative, audio… it’s all coming together beautifully

Can’t share details yet, but the energy? Unbelievable
Proud of this team

#gamedev #indiedev #devteam #leadership
May 30, 2025 at 10:06 PM
Yesterday I was discussing the addition of some automated tests in Project Adam.

Not the flashiest part of dev, but vital.

Good tests catch regressions early, boost confidence, and save time down the line.

Future-you will thank you.

#gamedev #techdesign #indiedev
May 28, 2025 at 12:16 PM
One of Project Adam's design pillars:
“Silence speaks louder than action.”

We’re exploring how tension, emotion, and meaning can emerge from what the player chooses not to do.

Sometimes, absence is the loudest narrative tool.

#gamedev #gamedesign #indiedev #horrorgames
May 27, 2025 at 9:06 PM
Had one of those morning chats that remind me why pillars matter

Game design pillars aren’t just big ideas: they’re anchors
They align vision across all disciplines

They help you say yes to the right things, and no to the rest
Define yours now if you didn't yet

#gamedev #gamedesign #indiedev
May 26, 2025 at 1:02 AM
Talked camera design today with the team.

Some pushed for a more “standard” style, but Project Adam needs something more personal, more limiting, more intentional.

Familiar ≠ safe.

Innovation lives in the unfamiliar.
Let’s explore it.

#gamedev #indiedev #horrorgames #designthinking
May 24, 2025 at 2:06 PM
TwinCats is now 17 people strong—and with that growth, my role’s shifting

Less hands-on dev, more creative alignment, vision tracking, and team support

Leading a team isn’t about control. It’s about clarity, trust, and removing blockers

#gamedev #leadership #indiedev #teams
May 23, 2025 at 10:10 PM
Had a great chat with the team yesterday about camera improvements—lots of 3D math and vector talk.

I’m less hands-on these days, but I love diving into design discussions when I can.

Creative direction isn’t just vision—it’s staying curious with your team.

#gamedev #indiedev #techdesign
May 22, 2025 at 8:56 PM
We’re not against jump scares in Project Adam, but they have to be earned.

Most of our fear comes from silence, tension, and unease.
Dread that crawls, not shouts.

When a scare lands, it means something.
That’s the kind of horror we’re crafting.

#gamedev #horrorgames #indiedev
May 21, 2025 at 2:03 PM
Last week was intense: I gave 300% everywhere I could, and by Friday I was completely drained.

I took the weekend to fully rest, and now I feel human again.

In gamedev (and life), recovery is part of the process.

Burnout doesn’t build great games, balance does.

#gamedev #indiedev #selfcare
May 19, 2025 at 1:09 PM
Spent today discussing the pitch demo hook for Project Adam.

It’s not just about showing mechanics—we want to spark curiosity, build tension, and hint at deeper relationships and mysteries.

The goal: a slice that haunts you… and makes you want more.

#gamedev #indiedev #horrorgames #pitchdemo
May 16, 2025 at 10:38 PM
We’ve been exploring the idea of making companion banter interactive.

Since our game is slower-paced, we think giving players the option to engage—or disengage—adds depth without pressure.

Ever seen this done well?

Let’s talk about narrative pacing + agency.

#gamedev #narrativedesign #indiedev
May 15, 2025 at 2:52 PM
Last night I played Clair Obscur: Expedition 33 and… wow.
That combat system? Stunning. The world design? Beautiful.

It’s rare to feel inspired and intimidated at the same time.

Shoutout to Sandfall's team—this one’s special.

#gamedev #indiedev #ClairObscur
May 14, 2025 at 9:57 AM
Some days in gamedev feel like storytelling
Others? Pure systems architecture
Today was both, and my brain’s melting in the best way

We’re wiring narrative triggers into stealth AI, and it’s (good) chaos…

What’s the weirdest task you’ve tackled?

#gamedev #indiedev #narrativedesign #systemsdesign
May 12, 2025 at 12:14 PM