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Tag: myself

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.

Stories come from consciousness

A guy that I follow on LinkedIn said: “TikTok is already testing TV-like series with 90-second episodes, some titles generating hundreds of thousands of views behind modest paywalls ($5.13 for 10 episodes). Instagram creators are building millions of followers through episodic Reels, while YouTube embraces serialized content on YouTube TV.”

I understand the interest that an AI-generated story can generate.

hey look at what this new technology is capable of doing!

In this sense, I understand why there is so much engagement. There is something new and people want to see what it is. There is a long way to go from here to thinking this is the future. The “future” arrives organically, and it is difficult to predict. I work every single day with creativity and storytelling. Like everyone else, I am using tools that promise greater productivity. I am noticing improvements, especially in “unlocking” my mind in certain tasks.

Example: new task, with a poorly defined problem. I send a prompt to Claude, who gives me a wrong and summary answer. I start mentally criticizing the answer, and this makes me think on the right track.

But there is a long way to go from here to thinking that I can create stories that keep people engaged for a long time. These stories come from consciousness. Consciousness is impossible to reproduce in electrical signals because it does not come from there. It comes from something above us.

But that’s my belief.

Working with Chinese developers

Since October, I have been working with a company based in Singapore. They hired me as a freelancer for a Telegram instant game, and then we switched to a PC premium game for Steam. Singapore is receiving people from China, they bring their wealth there to be successful.

My teammates are from China, and different regions. I have the pleasure of working with people from a different culture. I am learning a lot, and I want to share some of my early learnings.

The first is their sense of work ethic: they consider the work as a way of contributing to society. They work a lot, also extra hours, because they must do so. Once, I said, “I am sorry, I don’t work on weekends”. I got a private message telling me “Do not work on weekends, ok, but please don’t say it.”

They see themselves as a collective, so if you say you won’t work it’s like you don’t want to support the community.

Second learning: they are very formal and polished in their way of communicating. I use Felo as a real-time translator (they have bad English) during our video meetings. Sometimes archaic expressions pop out. We are so used to the f-word in our colloquial English, we think it’s cool and friendly. Well, not for everyone.

Last, but not least, you should be very clear when something is a suggestion or is an order to execute. If you don’t specify, they will understand that’s an order. They are very vertical in this sense, and it’s hard to have straight conversations with them.

I will keep you updated with new learnings!

Working in a team is self-discovery

Today I discovered something more about myself, thanks to the creative director of the project I am working on with a company.

I tend to not insist too much on my vision. I explain it, defend it, and usually that’s it. When I see too much resistance from the other side, if I have no real power over the decision, I desist and try to meet the boss’ vision.

This is good, but it can lead to a passive-aggressive way of communicating. “I will do like you say, but I do not agree”. At first it may seem like there’s nothing wrong with that, butthe issue is that:

  • it looks like a “ok, whatever” and can damage the relationship
  • it is vague, proposes no real solution, and can damage the project
  • It is not informative enough for the team to make choices on that

Today I have learn something more about myself. Something I want to fix. And that’s why I prefer to work within a team.

I need new metaphors for teaching

The other day I was talking to friends about my teaching experience. This semester I accompanied some students in their “TFG, Trabajo de Final de Grado”. Their thesis, in short. University has changed a lot in recent years, for a whole series of factors. Society has changed since the time I went to university.

We were talking about the most difficult thing about teaching nowadays. I teach game design and development. For me the most difficult thing is actually teaching!

I am a learning facilitator for those who want to learn, rather than someone who actually teaches. Maybe it’s a question of age and experience.

Today the challenge is adapting to a world where information (and teachings) arrive at all hours from many sources that have pervaded our lives.

I can no longer see the story of the master to follow as possible in this world. I am not a person who goes to the mountain to wait for the worthy disciple to climb it and reach the source. For the type of culture (Christian) I come from, I prefer to be a shepherd and be among the sheep.

But this metaphor must change. Sheeps today have a Pandora’s box between their paws, designed to throw everything into their digestive tracts.

Some days are just hard

The game design is a communication job and it’s hard. Communication is one of the most challenging things, because it has a lot to do with perception. Our perception is the way in which we see reality. And it changes according to many factors.

You write specifications and something important gets ignored or misunderstood. Your duty is to report that. They can blame you for not being clear enough.

Sometimes I accept it, some other times I snap. Communication is also to say to someone when they are wrong.