Going mobile: expanding your game’s horizons

Let’s say you managed to build and release a game of your own. Maybe your game runs on desktop platforms or it may even be an HTML5 game. It does not matter. You are probably getting a few people to play it and they are enjoying it a lot. That’s great, congratulations on that, I really mean it.

But maybe you are starting to hear a little voice in your head. A not so loud but persistent little voice that keeps saying the same thing: you should port your game to mobile platforms and start getting thousands of new players every day. And of course it’s a tempting idea. Everybody is doing it nowadays and it seems that it is the real easy way to make a lot of money while you get a straight shot to fame and success, right?

Well, it may not be as easy as you may think, and I won’t lie about your chances, but one thing is sure: mobile platforms are the place to be for most indie developers, and you probably want to get a piece of the action as well.

For this reason I’m going to give you some advice on how to accomplish just that. Let’s get on with it!



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Designing a terrifying game

There is something special about survival horror games. It may be their amazingly gruesome stories. Or maybe the core suspense and tense gameplay they provide. There are many elements that make them so interesting and attracting. There are also very different types of terror and survival horror games, with some differences being so big that you could say they belong to a different genre. But among these qualities and characteristics there are some key common elements that all these games share. On top of that, there are some aspects every terror game must respect and implement in order to nail the experience people expect from them.

If you are thinking on designing a horror game today is your lucky day, because we are going to review a few of these key elements that make the survival horror tick.

So, if you please, close you windows, dim off the lights and sit tight, because we are in for some scary stuff!




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Software made for fun, but still software

I have very bad news for some of you: video games are nothing more than colorful software with funny things like zombies, but at the end every videogame is nothing more than a complex software project.

What I’m writing about today? Why all those bad news? Today I’m going to talk about something boring for almost every developer, something necessary that all of us tried to avoid at least once, what must not be named!:  Software documentation

Software made for fun, but still software

Boss doesn`t like documentation either

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Moving to Unity (or die trying)


Those days I’m on the move from my old and beloved XNA to Unity 3D. Since Microsoft killed XNA I’ve been looking for something similar, like libGDX , or some smaller frameworks like enchant.js or Haxeflixel (thanks to Sergio’s love letter to Haxeflixel), but when I realised that C# works for Unity scripting using MonoDevelop… well, if Sergio loves Haxe, I feel so comfortable with C# and lot’s of devs and studios switched already to Unity, so  it seemed a great option to invest my time: a free version, lots of plugins and assets, multiplatform deployment and much more.  I was so so much hyped.


Unity hype!


After some time spent on it is still a great option, easy to create something quickly, but it feels really hard to master and has some aspects that are driving me a bit crazy. Let’s have a look!

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Playing as a videogame developer

Sometimes a player asks himself something like ” Wow, how the *%¿! is this made?!”  Feeling curious about how a part of a game is made is the first symptom of the gamedev curse and never ever playing a game will be the same. Where there was some portals now there is a code challenge and those awesome shooting mechanics are a nice case of study… it’s the gamedev curse and no one can escape his touch (muahahahaha!) Lots of  “how to design games” guides or professional game designers talk about playing games as advice. For me it’s not only a good advice, it’s a must. For me anyone who wants to make games should play other games as much as possible, any kind of games, from AAA games to the last indie scene’s hidden gem. Play , play, play and then look for more interesting games to play as research, using every game as a resource of new ideas and challenges.

we love gamin

We love gaming @wallpapertrade

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