SeaCabel
banner
seacabel.bsky.social
SeaCabel
@seacabel.bsky.social
Woah, it's been a while since I've been on this site. And done anything game-dev related. Still the start of a new year, and I kinda want to try something out that I envisioned from last year. It's about time
January 8, 2026 at 5:04 AM
Momento is finally released! This game went through many iterations, but I believe the final version stayed true to what I wanted to do.

This is my personal reflection on the small moments, to those who come and go. Check it out on itch below!
seacabel.itch.io/momento

#SmallGameStudio #GameDev
June 13, 2025 at 2:32 AM
Also, #SmallGameStudio has been amazing! Enjoyed playing through all of the games we made, listening to the Pecha Kuchas, and just seeing everyone's progress every week (especially late night on Mondays... it's finally over)! Hope yall continue to make games, I'll always be down to play them!🫡
June 9, 2025 at 11:13 PM
I did try this out with Godot, with a game I made during a 48-hour game jam a while back, but I was curious how different (or difficult) the entire set-up process would be. The Godot shader was simple to implement, so here's to hoping this one is simple too… (3/3) #SmallGameStudio
June 9, 2025 at 10:45 PM
I’m at a point where I want to use my game to experiment and explore implementation. For instance, I’ve yet to use shaders in Unity, but it might be good to create more atmosphere (which I'll definitely be using for future projects). (2/3) #SmallGameStudio
June 9, 2025 at 10:43 PM
The final stretch! I’m close to publishing Momento on itch, but taking a few more hours to implement certain things like the pause menu, which turned out to be more complicated when sound was involved. If you want the menu to still have SFX, just add a new AudioSource! (1/3) #SmallGameStudio
June 9, 2025 at 10:41 PM
Something that I thought about was the question posed in class, “Where is ‘YOU’ in this work?” That’s something I’ve recently explored in my other games, so maybe this time I'll confront that feeling directly. It’s a nice project for myself, regardless of the outcome (3/3) #SmallGameStudio
June 3, 2025 at 3:44 AM
I’ve decided to only do a single desk set-up, but still with many mundane objects that contain personal value (“moments”) to me. I’m considering using time lapse art/videos. In other words, I haven’t exactly strayed too far from the thematic weight of the original idea. (2/3) #SmallGameStudio
June 3, 2025 at 3:40 AM
I don't know if this the exact inspiration, but it certainly reminded me Emil's shop humming in Nier:Automata LOL. I think it's really nice whenever we can get original music, assets, etc. Makes the game more unique to you!
#SmallGameStudio
June 3, 2025 at 2:59 AM
Now what if I told you these portraits are from William Utermolhen, an artist who suffered from Alzheimer’s disease, whose three portraits from 1967, 1995, and 2000 illustrate the gradual decay of his mind? Are the stories/emotions significantly different when you look at the portraits now? (4/4)
May 27, 2025 at 4:46 AM
Which is to say I’m trying to figure how I can represent memory through systems and mechanics rather than direct context. To me, “less is more” has been key. As a thought experiment, what kind of story or emotions come to your mind when seeing this set of self-portraits below, without context? (3/4)
May 27, 2025 at 4:44 AM
Though I’m running behind with actual Unity programming, I’ve been taking some time to see how others have approached “memory” in other mediums. I stumbled upon “Everywhere at the End of Time,” a harrowing music album by The Caretaker, about the deterioration of the human mind (1/4) #SmallGameStudio
May 27, 2025 at 4:43 AM
To anyone at their personal desk / workspace right now: what objects are on it?

I'm making a game about capturing life moments of a character via their desk composition, so any input is appreciated!

As for my desk: keys, ID, notepads, mic, Switch, Ovid's Metamorphoses... #SmallGameStudio #GameDev
May 23, 2025 at 6:02 AM
Ok so I got a point-and-click system working! Here's a preview of my next small project.

As usual, it took longer than expected but this was the first time where the entire learning (searching up solutions on the internet) process didn't feel so... stressful and draining.

#SmallGameStudio #GameDev
May 20, 2025 at 7:59 AM
For my final project, I want to challenge myself to change up the usual way of doing things: A.) tell a narrative via environmental storytelling instead of text, and B.) use a point-and-click system versus keyboard inputs. I have no knowledge of mouse inputs so I'm starting small #SmallGameStudio
May 20, 2025 at 4:01 AM
Some early concepts about my game, Thought Process. Initially, it was intended to be more structured like a Breakout game. But after struggling with the coding, I left it as it is—randomly generated and messy... which in the end, made a lot more sense for the subject matter #SmallGameStudio #GameDev
May 15, 2025 at 4:13 PM
I recently released Thought Process, a small artgame using simple arcade mechanics and reconfiguring them into a psychological context. This is built upon the knowledge I got trying to make my own version of Breakout. Check it on itch: seacabel.itch.io/thought-process

#SmallGameStudio #GameDev
May 13, 2025 at 4:12 PM
Btw here's snippets of the code, if anyone's curious / needs it. Just be sure to connect scripts/objects and materials to each other in the inspector as well.
May 13, 2025 at 2:54 AM
Don't know if this is too late to be useful, but I figured out how to change colors of (instantiated) objects between different scripts and objects! This was eating up a lot more time than I expected, but it felt GOOD to get over this roadblock. Running way behind, but I BELIEVE! #SmallGameStudio
May 13, 2025 at 2:53 AM
Maybe that’s the wrong question, but Nicky Case’s remarks on Coming Out Simulator suggests a third path: “I wouldn't have been able to make something so personal if I didn't also make it somewhat impersonal.” Pursuing half-truths, bridging the abstract and personal together is equally viable. (3/3)
May 10, 2025 at 6:47 AM
I’m reflecting on the concept of “art games,” or at least defined by Ian Bogost and procedural rhetoric—put simply, expression through player interaction with mechanics versus visuals/sound/writing… The best example of this is Rod Humble’s The marriage. (1/3) #SmallGameStudio #GameDev
May 10, 2025 at 6:46 AM
Just kidding, this is the last one: flower game by withering systems. Similar to the previous one, it's another art maker through patterns (via code), though its aesthetic is definitely more minimalist and labeled with meaning (ie. flowers, bullets, etc.). Very striking... #SmallGameStudioArcade3
May 6, 2025 at 6:49 PM
Finally, here is BECOME A GREAT ARTIST IN JUST 10 SECONDS, which seems to be a procedurally/user-generated means to create "art", or rather very complex patterns through code. I think a part of the allure is SEEING everything move into place, fun program! #SmallGameStudioArcade3
May 6, 2025 at 6:43 PM
Now here is melt by linseyrey, played with @rstrc.bsky.social ! This one is definitely very simplistic and abstract, in which two white circles either touch or avoid each other depending on the left/right mouse click. More of a relaxing take on intimacy versus Game of L&D #SmallGameStudioArcade3
May 6, 2025 at 6:36 PM
Here is diving bell by ex-writer (Nathan Altice), played with @ceruleanchurro.bsky.social ! This feels like a poetic, interactive fabric that only goes as long as you hold onto space. The commitment necessary to write, create, and "dive" further into a work... #SmallGameStudioArcade3
May 6, 2025 at 6:31 PM