Blog

GCblog2
Dec
02

Lost Outpost – sneak peek #3

UI WORK Planning the User Interface For Outpost 2, as I usually do for any other game or website, I start the UI work by sketches, as it is a quick way to solidify the vision and “proof-test” it early. While I try to avoid boxing myself early, as actually designing the product always trigger […]

GCblog4
Sep
05

Lost Outpost – sneak peek #2

THE SPLASH ANIMATION Giving context to the game… One thing that we really tried to get right with Outpost: Haven and Outpost: Swarm was the landing page (or what I often refer to as “Splash Anim”) – technically, it’s the first impression the player gets from the game, right after the loading screen (and in […]

GCblog5
Jul
31

Lost Outpost – sneak peek #1

In Outpost: Haven, some players complained that the Weapons and Inventory systems, actionable through the various terminals disseminated throughout the space station, were cumbersome to use. We are correcting this in Outpost 2 – This time, players will enjoy a fully functional inventory, not only to equip their weapons, and tactical extensions, but also to […]

GCblog6
Apr
02

Outpost: Haven – post mortem

Outpost: Haven marks the third collaboration with coder Squize, from Gaming Your Way. While I don’t remember the full genesis of the project, I’m pretty sure we talked about it while we were working together on Ionic – I believe Squize had his mind on a remake of the Amiga hit, Alien Breed, and I […]

adverve
Jun
06

Podcast (in simili-english) with Adverve

If you have a high tolerance for heavy (Texan) accent, misuse of words and silences filled with “heuuus” and have a remote interest in Gamification, Social Networks and Revolutions, then you might enjoy listening to the Adverve latest podcast 🙂 Bill and Angela were nice enough to have me over at their show, and since […]

headerpuzzlepegs
May
23

Puzzle Pegs, soon on your I-stuff…

Genesis High Five Studios approached me to help with the graphics/Art Direction for their upcoming, first I-phone game, Puzzle Pegs. Puzzle Pegs is (or was, as you’ll see the game evolved slightly as we were working on it) a physic-based puzzle game, where the player controls a ball, and must accomplish certain combination of points […]

headerknightquest
Mar
01

Knight’s Quest Post-Mortem

Genesis Knight’s Quest is an action-RPG, released in late February 2011 on Facebook. It mixes Hack’n’Slash mechanics (think Diablo) with a social layer as for a lot of those “social Facebook Games“. The particularity of Knight’s Quest is that it aims at a slightly different demographic, targeting the more “hardcore” players, the nostalgics of dungeon-crawling, […]

201011
Dec
31

2010 games and related works.

2010 This being the last day of 2010, it’s the right time to look back at the year behind, and set the expectations for 2011 🙂 2010 has been an interesting, and quite frantic year. I left my job as an Art Studio Supervisor at Electrotank – I went full-time as an Independent Game Developer […]

ely5
Sep
29

Elysium…a slice of (online) heaven

Elysium is a concept project that has been created to feature various strengths of Electrotank Universe Plateform (EUP), an integrated package providing turn-key solutions for Virtual Worlds. Some elements of Elysium were also provided as part of a start package, with the excellent Jobe Makar’s book “ActionScript for Multiplayer Games and Virtual Worlds“. This book […]

headerraggededge
Sep
24

Ragged Edge, intense space race…

As some of you might already know, Ragged Edge has won the phase one of the Samsung developer competition. YAY! we made the top ten of our category! 🙂 Now, it’s the tough part: we have to try our best for phase2! please everyone crosses a few fingers for us! For those of you that […]

headersylvaniah
Apr
25

Post Mortem: The Curse of Sylvaniah

The Curse of Sylvaniah is a Action/Platform game that I worked on, in collaboration with Mattias Stridsman, aka Strille. It was released in November 2004 and was an instant success across multiple portals: within a few weeks, the game served nearly 15 million players, and even got covered by a Spanish Game TV program. The […]

gdx2010a
Apr
17

GDX 2010 comes to an end :(

Savannah yearly gaming event is now over, and it was a lot of fun! This was the first year I could attend the Game developpers Exchange and I found it to be a very interesting experience. Lots of high-profile attendees gave very inspiring talks, and some among the major players on the market were represented […]

headerkmillion
Feb
10

the Frantic Adventures of K-Million

K-million is a super-spastic Flash game, coming soon to your browsers, made in collaboration with Alister “Alilm” Maunder. Alilm, a while ago, coded a frantic game, called Combo X-999, and wanted to revisit it, with “custom” graphics, and gameplay adjustements. Combo X999 is a strange game, some sort of a cross-over between a BeJeweled, Space […]

header2k
Jan
08

Post-mortem: Two Kingdoms

Two Kingdom is a Flash RPG/Action game (including animated cut scenes) I started in 2001, and finished in 2003. It was my first game, and the task was quite daunting, as RPGs usually imply a large world, lots of items, a strong storyline, enemies to beat up, tons and tons of lines of code, etc. […]

headerionic
Dec
28

IONIC, Pixels in spaaaaace!

Ionic is an upcoming Flash game, made in collaboration with my good friends @Gaming Your Way, scheduled to hit your monitors in a few weeks at most. The game is a Tower Defense type of game, that visually pays homage to the “classic” horizontal-scrolling shooters, like R-Type, Lifeforce, Scramble or Gradius. I arrived on the […]