Skip to content

Paolo's Blog Posts

Snifferson & Solvito: Paws on the case

I discovered that AEVI, a local association that helps game developers in Spain, activated a help plan for independent developers. They help you financially with the development of a prototype.

My first solo dev game in Unreal Engine is taking shape! I am excited, and I am willing to keep things very small and doable. I want to make a complete game in 6 months, and I can add 2 more for QA and debugging but that’s it.

My intention is to keep things fairly simple:

  • You control a police dog and your goal is to help your human companion solve a case
  • No dialogues, just emojis to express emotions. I want to avoid too many terms to translate. You can develop a relationship with your human colleague which will help you during levels
  • As a dog, you can find valuable items (+$) but also damage the environments (-$) and this will influence the economy of the central station
  • Everytime you perform some action you will learn more abilities during the level which can be useful to solve the case, so you decide
  • No violence, PEGI 12, E10+ game. Explosions and shots will be funny using ragdolls and silly animations

Dog game

When I was younger I was addicted to TV shows with a policeman and a dog. The most famous one was called Tequila & Bonetti. I still remember that piano music that Bonetti played at night, recalling his dark past.

I am studying Unreal Engine and I had an idea: an action game with a story where you are the dog and have to solve situations to move forward with the story.

For now it’s called simply “Dog game”, I am implementing the first mechanics.

Follow here the development of this game

Podcasts and analysis paralysis

I am an avid podcast consumer. I love them, they are a bridge to knowledge that is hard to get otherwise. Through podcasts, I can listen the words of true experts. And for FREE.

As with everything in life, it comes with a cost. When I work on a project, I have clear references to consider. Often, those are words from experts that I got through a podcast. And, most of the time, those are words that stop some creative impulse.

It’s because podcasts are about things that already exist. Often, things that failed and why they failed. Sometimes, experts are not actual doers, but just analysts.

Discernment is a great quality to have for your creativity.

Reasons to go F2P

I am following a couple of projects lately that are tackling F2P that in my humble opinion is completely wrong. I won’t name the projects, because it’s not meaningful for this short conversation.

The first project makes the mistake of designing the game for addiction. They seem to be designing a shop, not a game. Well, while some early metrics could show promising that will be not the case for the long term. A F2P game is a game and the Player wants to get out something. It’s not a gambling game, but a true game. Some Player may experience addiction, but you shouldn’t design for that. I mean it’s also bad for the business.

The second project makes the mistake of designing the game F2P because its competitors are doing so. “Why should the Players want our game if it has a price and the other one is free?”. Well, in that case, I am sorry, but you are not really believe in your game. Players may choose to play your game instead of that other because they love it! Having a premium game against a service based one can be also an advantage according to the kind of audience.

When to go F2P?

You should think in F2P like a luxury service. You give your game for free to a mass of people because you create another layer for the wealthier part of your audience. You need to think in red carpets, VIP treatment.

If your service permit EVERYONE to have fun and a small part to be treated like Kings (including by winning), you can create a good F2P service. Otherwise it will be simply a race to the bottom.

On posting and social media

What’s up readers? I hope you are good. As you can see, I am still recovering from vacation catching up with everything and I am not able to post daily for now. I will get there, just the time of closing a couple of deals…

I am studying intensively Unreal Engine because I noticed there is a growth in need for tech designers and I find it a great excuse to get better at that engine.

Today I wanna talk about my conception of social media use. I don’t have a proper strategy, I use it because I find it fun. And when I don’t find them fun anymore, I leave them. That’s it.

Someone may suggest you to write at least 3 times per week on LinkedIn to boost your engagement, bla bla. It’s all bullshit, believe me.

The main way of creating leads on social media is not by posting daily but interacting to other people’s content. Write them publicly and privately. You will get to know much more people like that, compared with sharing the little you know.

I post on LinkedIn and here because I freakin’ love life and my job. I have passion for game design and I love to speak about it loudly, that’s all. No strategy, no technique. Just pure fun. And when I don’t have fun anymore, I quit!

The courage of logging out

I was watching this fantastic video, a little clip from an interview to one of my favorite singers.

Apart from the fact that I love when someone I consider a true talent shows humility and thanks his high school teachers, I think lots of things are transferable to my professional life.

The main one is that you have to truly dedicate yourself to something to become good at it. And this is not anything new, but in my life I have:

  • my family
  • my clients
  • my hobbies
  • this blog to maintain
  • a Substack where I teach game design in Italian
  • my LinkedIn account
  • a Reddit account

that means lots of distractions for becoming a true expert in something. That’s why the time in high school is so valuable now to me.

I wish myself the courage to log off and pursue my dreams, today.

Always keep making games!

I have just read a terrible article appeared on the website TheGamer.com. It’s terrible because it uses some of the issues we have in the games industry to create victims and entitlement among its readers.

I do not agree with this kind of messages because they use problems as an excuse to do nothing. It’s true that greed oftentimes invades the corporations, it’s the older story in the World. But this doesn’t invalidate our ambitions to work in an industry and build great games for the people.

I believe that nowadays we live in a big crisis. Plus the hyper connection in which we are installed make the bad news spread faster. It’s easy to fall into the trap of thinking that everything is bad, that executives are bad people and we should not work to be their slaves. It’s simply not the truth, though.

The truth is that we are struggling with different challenges that inevitably influence also the games industry. And for that reason we should never complain and work hard. Always be creating. Someone will work for someone else. Others will work for themselves. Others will offer job to people. That’s how it goes.

Always be creating great games!

Off vacation

I am back from a relaxing vacation with my family. I have probably lost a possible client because I wasn’t available to have a meeting during my rest. I had an interesting interview with a big company that then decided that they prefer a Russian speaker (!!!).

I am back at my desk, ready to start a new working year. I have private challenges ahead, but I am sure I will figure everything out. I think I will use less LinkedIn, lately the trend is losing too much time on it and the return is low. I would prefer, this year, to engage more with Reddit and its communities. I would like to find a community to serve with small games, and show up regularly. I am on it!

I am also tired of many of the podcasts I used to listen to. They are a good resource to start, but they can also bring to analysis paralysis. So I will dedicate that time to more interesting activities.

Good to be back!

On vacations

Hello and thank you for reading my blog. As you may have noticed, I wasn’t posting every day in the last 2 weeks. That is because I am closing my year and going off to vacations with my family.

I will return to post regularly on August, approximately. I need to enjoy a full disconnection and stay 100% with people I love. I need to read books and stay away from screens. My year was intense, full of work so I deserve that.

Have a great July and see you soon!

Indies and F2P

As a freelancer I work with many realities, but never AAA games. I work mostly with indies and free-to-play companies. I had some blockchain gigs, too. They paid very well even if the business was confusing, to say the least.

A significant difference between free-to-play companies and indies is their definition of success.

F2P CEOs are looking to solve a formula: CAC < LTV. Customer Acquisition Cost less than LifeTime Value. Indie founders, instead, want to be able to make another game. Everyone would like to become rich of course.

On one side we have people thinking of something scalable, on the other teams who want to continue making games. They both can learn a lot from each other.

  • The importance of thinking in a business
  • The importance of having the right KPIs to measure results
  • The importance of working on something you love.