LinkedIn: https://www.linkedin.com/in/rafael-ocariz
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
“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
“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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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