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Tag: myself

Your time is now

Today is the first day of BCN Games Fest, probably the best gaming fair in Barcelona. I’ll be there to meet people, talk with young developers, catch up with ex-students, and maybe offer some advice, as always.

Speaking of which, for me, success in this industry boils down to two main pieces of advice.

The first is that having fear is losing time. Staying home, sending out CVs, and waiting for an answer (while maybe complaining on social media) means you are being ruled by fear. You’re losing your time to make games, which is NOW.

The second piece of advice I always give is that failure is unimportant if the journey is worth some small prize. There is no failure in doing things, and frankly, there is no real success either. I mean, you can make loads of money, and your face might appear in YouTube videos and things like that, but if you talk to the very few people who reached that level, they’ll tell you that’s not the most beautiful part.

So, enjoy the trip and don’t be afraid. Ask WHY you’re doing that—that’s what’s truly important. I will be asking this a lot these days.

I still code

I started my journey in games as a programmer. More specifically, I began using LUA scripting on a Linux-based engine designed for a coin-operated venture in a small village in Southern Italy.

Then I moved to Barcelona and got my first job in gambling games. I was a C/C++ programmer at Zitro, working on video bingos. I owe them a lot; I learned Spanish there, and today, I design games because of gambling games. It’s true that there are ethical issues with them, but I believe that their simplicity and clear motivational framework make them a great way to start in game design. I began buying books on game design because of gambling games, trying to understand why they were so boring to me yet so profitable.

Life and my career moved on, and I kept programming on the side. Today, I’m more on the strategic/executive side of things, thankfully because I gained more experience and managed to stay in the industry. Still, I love the sensations that programming gives, and I particularly enjoy Python and C++. I bought a course to learn a bit of Unreal Engine this week. My goal is to start it and perhaps create a prototype for my Capoeira ARPG game.

Stay tuned and have a great week, everybody.

Cost of Duty

I was working on my game, Pawtners Case, when suddenly I experienced a surge in my workload. I was looking for funding, in fact, I was paying an outsourcing company mainly for the art and some blueprint implementation in Unreal Engine. I needed money to pay them, and extra help from external funds would have helped a lot.

The game was abandoned, but I still have the code in my repository and on my PC. Now I have more time, and I have to make a choice. I could leave it where it is, forever. Or I can pick it back up and continue its development.

I am writing a book on game design, thanks to Jettelly, and I am using Pawtners Case as a case study for my book. The book will focus on ideation of new games, one of the most overlooked stages in game development—and probably one of the most important, too.

Using my game as a study, I am tempted to seriously resume its development. However, another peak of work for others may come up, in which case I would have to abandon it again. Other opportunities would then be sacrificed in the name of duty.

Everything contributes to my growth as a person and as a professional, so in the grand scheme of things, it doesn’t matter after all. I continue to design games every single day; that’s all that counts. Still, every choice has a trade-off and a weight on my shoulders somehow. And time passes, and I know this won’t be forever.

To land down a vision

More often than not, a game designer’s job is to translate someone else’s vision, be it from a creative director, a product manager, or a client, into a concrete plan.

This means you have to create detailed proposals and present them to the team as if they were your own.

It’s common for a feature that has been proposed, discussed, and approved to be changed by a developer or even your boss just a few weeks later. The original plan is often sacrificed for faster execution.

When this happens, you meet again and discuss what changed, and someone in a senior position makes an executive call. That’s just how it works.

It’s said that Michelangelo used to make fake ‘final touches’ to his works so that his patrons could feel a sense of authorship. I don’t know if the story is true, but it makes perfect sense.

While game design is central to development, it’s an activity that involves the entire team. We, as game designers, are there to facilitate this process. Patience is key.

The ABC of personal branding

Days ago, on a private conversation, a LinkedIn friend of mine told me “you are the best game design influencer that I know”. I am thankful for that comment, also if I don’t consider myself an influencer. I prefer to use the term communicator.

I hold another interesting discussion on “personal branding” which together with that happening made me think… I don’t really believe in “personal branding”, and being an influencer, and stuff like that.

Branding is something manufactured, the risk with thinking in myself as a brand is to start perceive myself as a commodity, somehow.

I believe in ABC: acknowledgement, body of work, and character. I think I work a lot on that, more than branding.

And I worked it CBA:

1. Character building: this is something personal, everyone tackles this in a different ways and I cannot teach anyone how to do that. I can share one of my character built feature: I deliver, no matter what. I don’t say “I cannot do that in such a small time”. Of course, according to the time I can deliver something more or less detailed. But that’s on you that gave me that time, everything is pretty transparent. I wasn’t like that before had to build that. And that is just one thing among multiples.

2. Body of work: you will become better at the things you practice more often, simple as that. Many years ago, I decided to stop focusing on look for a job in games and started just practicing game design, every single day. Also small things, like listening to a podcast and taking notes, sketching my ways of working. Consistently I developed my body of work. Today I see something from my past and it’s so bad that I notice my progress and I am happy. Plus, thanks to these scrappy spreadsheets, today I have my personal way that brings me income.

3. Acknowledgement: this comes only as a consequence of C and B, you need to find your people. Campfires are better than social networks. A campfire is a group of few people, it can be a reddit group or a slack channel. Interact with like minded people, find people to admire and listen listen listen. And send DMs to listen more. On the other end, you need to work on something. And on that point especially nowadays I cannot teach anything, it’s so hard. But I can say that if you have a job and tomorrow lose it, consider the juggler metaphor, from Seth Godin.

Juggler metaphor: manies believe that the secret of a juggler is the catch. Truth is, the secret is the throw!

Consider each job you had and lost not like you failed a catch. You were learning how to throw better, like a juggler! By flipping your point of view on this (very hard, I still hold consequences of that process), you will get more authority over time.

Reworks and crossroads

Hey reader, thank you for being here today too. It’s been a while, I lost an important source of income and rearranged my forces these days. My game Pawtners Case is moving forward but slowly. Briefly speaking

  • I have pitched to a potential investor. They want to see a demo.
  • I sent the pitch to industry friends (if you’re one of them, thank you very much for your feedback again!) and spotted my potential weaknesses
  • I am rearrarging forces and trying to differentiate my business. In fact I cannot rely only on Pawtners Case to stay afloat. I need to find a source of income and also new projects.
  • I am also retaking my programming side, hope to show you something soon.

Good news I am here, healthy and alive. I have my challenges as you do have others for sure, but I am happy! The important thing at crossroards it’s to make a step forward for our rework.

Another chapter closed today

If you work in games during the next 5 years, you will probably work for or with Chinese companies.

Here in Southern Europe, the story was: China does things quickly and cheaply by copying. Today, in my industry and others, the story has changed. China now does better games. Maybe that story about doing things fast and dirty to arrive at perfection was true, in the end.

I have completed 5 months with Chinese developers and had challenges. I want to share my learning and also learn more from other people in my network and outside.

First of all, I have to say that I was born in Naples, Italy, and live in Barcelona, Spain. I speak 5 languages, and I am genuinely interested in other cultures. But still, I am biased like everyone. My intention is not to be disrespectful. I just want to share my observations through the lens of my context. And I repeat, I am interested in your takes.

Here’s what I have learnt in 5 months of working every day with Chinese colleagues:

1. They work a lot, and not because they are slaves of some system of sorts. They work a lot because they believe in community. Our concept of hard work here in Europe is related to our individual growth and improving shareholders’ value. In their case, it’s different: they work hard because they believe it improves society.

Fun fact: once I said “sorry, I don’t work on weekends”, and then I discovered that my sentence was offensive. Of course, it’s like saying, “Sorry, I don’t want to contribute to society” under their lens.

2. They will not argue nor question anything. A colleague told me that there is a saying in China: “Peace is the most valuable thing”. Here, we are way straighter in saying things, and sometimes we need conflict to progress. There, on the other hand, they are very polite. It was like working in the Italy of the ’50s in some cases.

Fun fact: during a meeting, an artist, red in the face, told to a European colleague, “you say a lot of f* words and it’s funny…”. It was embarrassing for them. Like I said, in the Italy of the ’50s, you didn’t say bad words!

3. They didn’t renounce their myth. In our culture, we passed (to say this very shortly) from myth to philosophy to science. Now, we “believe” in science mostly. For us, the term “myth” is similar somehow to a lie. “This is a myth” is like saying “this is false”. China has integrated the myth with the science, instead. And this reflects on their behavior and culture, a lot.

Fun fact: once I asked them, “why have Chinese games always hypersexualized characters?”. The CTO of the company answered me: “Because to us things like those are not important. These are just games and we want to sell them.”. Important things are others, in a society that didn’t lost the myth.

If you work with or for Chinese developers, please comment your thoughts!

GT7 a live-service game made with passion

I read the latest AMA from one of Polyphony Digital’s employees about Granturismo 7.

GT7 is my favorite live-service game. It relaxes me and it’s a title I’ve always followed, since the first Playstation. In the AMA I discovered that it’s a passion project of the creative director. It reminded me that message from the CEO of Larian Studios at The Game Awards about the importance of working on something you really believe should be out there. Certain things touch the hearts of players even if they can’t be measured.

Another interesting note is that to create a track it takes between 20 and 30 people and a year of work. About 40,000 man-hours. It surprised me a bit, because I’ve never worked on a similar title. But it says a lot about the claims I read about the productivity boost that certain technologies will offer in the future.

Making games requires a lot of work and that’s it. If one day a technology arrives that can reduce times, rest assured that it will do so without warning. Be careful what you believe without seeing, there is always an agenda behind it.

My take on Supercell’s CEO last post

Last week I read interesting thoughts about the latest message released by Supercell CEO Ilkka Paananen. This is an annual event that always attracts a lot of attention. It is interesting to watch how the experts’ thinking and the media attention evolve.

Supercell proves to be a company that is as ethical as Nintendo and others. They are the good people in our industry and they should always be respected for this reason alone. I have never worked with them, so I don’t know how they work internally. But the fact that they promote certain values ​​and ways of communicating is enough for me to keep them in my heart.

Every expert has denounced the lack of information this time, and this year I also felt a great lack. The challenges described are due to the fact that the power has shifted from publishers to platforms. Everything else for me is a consequence of this. Especially in the case of companies like Supercell that do their job well.

What I don’t understand is why in 2025 I still can’t play Brawl Stars on my PS5 and my home PC. Why can’t I download it from Steam and the Microsoft Store?

Supercell is leaving money on the table in this sense.

Try Railgods of Hysterra DEMO

I have had the chance to work on indie games for a year and a half. Many years of working in free-to-play have given me the knowledge, especially in system design, applicable to games with crafting, building, and character growth. I also had the chance to apply techniques I learned by taking narrative design and game writing courses.

The nice thing about indie is that the work is based on solving design problems while remaining consistent with a narrative and gameplay structure. You don’t hear KPIs mentioned, which makes your days more enjoyable.

Another positive thing is that you meet teams that are committed to the game. Generally, you don’t do experiments and you don’t cancel games for not having reached certain numerical results. Games are published, and they can be successful or not. So as a designer, it’s nice to see something that is also yours get published.

One of the games I helped is Railgods of Hysterra. V-Rising meets H.P. Lovecraft. Made with Unreal Engine. You can feed and grow your demonic train and travel the cursed world of Hysterra. I worked for 3 months (usually a client stays with me this time), and I helped with some systems that you can see in the video on my LinkedIn.

The game has a demo available on Steam for FREE, try it! Leave a review, helps out a ton.