Sorry for the quiet stretch lately. Pitching is hard.
Dozens of emails sent, lots of silence, one reply asking for more so far.
It can be discouraging, but all it takes is one yes to change everything.
We keep pushing, learning, improving.
Onward.
#gamedev #indiedev #startupjourney
Posts by Rafael Ocariz
Big milestone for us!
Weāre finally ready to start pitching.
The prototype is solid, pitch deck polished, videos done, website back online, and our community keeps growing.
Itās been a long road, but weāre ready to take this next step.
Letās make it happen.
#gamedev #indiedev #pitching #milestone
With Playtest 7 next week, weāll close the prototyping phase for Project Adam!
From there, we shift into pre-production until the end of the year.
Super proud of the team and happy to hit this milestone, every step brings the vision closer.
#gamedev #indiedev #milestone #playtesting
Weāve decided to delay Playtest 6 by one week.
After branching to the release build, it was clear we needed more polish to hit our target.
A short delay > crunching the team.
Better to deliver the right experience than rush it.
#gamedev #indiedev #playtesting #leadership
Sorry for not posting as much lately, weāve been fully focused on sprinting toward our pitch demo.
This week we run our second playtest on a more polished build (aka Playtest 6), and Iām excited to see it all come together.
The vision is shining through! āØ
#gamedev #indiedev #playtesting
We just wrapped Playtest 5 and it felt like a true evolution
First time playing through the full pitch demo level: the companion with us, tons of dialogue, and more interactions connecting the world
Still some polish and art pass ahead, but close now
#gamedev #indiedev #playtesting #horrorgames
Sorry for the radio silence lately.
Weāve been deep in sprint mode, pushing to get the pitch demoās remaining features done.
By Aug 22, weāll be feature complete (demo subset) and ready to focus on polish & fixes.
The finish lineās in sight!
#gamedev #indiedev #pitchdemo
Attended U/Day Montreal last Thursday
It was great to connect with fellow devs and learn more about Unityās future, market trends, and smart strategies for optimizing performance in large, complex games
Always inspiring to share challenges and solutions
#gamedev #unity #indiedev #UdayMontreal
Yesterday we talked strategy: how to deliver our pitch demo vision with less.
Sometimes itās not about cutting featuresāitās about conveying intent with temporary, faster solutions.
Pitch first, polish later.
Clarity of experience > completeness.
#gamedev #indiedev #scoping #gamedesign
We recently ran Playtest 3, this time inside an early version of an actual level.
It was a huge step forward, and the team left feeling energized.
Still rough in places, but the atmosphere and tension? Already shining through.
Felt really good.
#gamedev #indiedev #playtesting #horrorgames
Built a modular, instance-configurable interaction volume this week!
Used Strategy Pattern + LSP for clean, reusable behavior.
Took advantage of instance-editable vars for easy setup.
Design patterns arenāt magic, but they scale beautifully.
#gamedev #UnrealEngine #architecture #indiedev
Weāve been discussing character implementation lately.
A big shift: moving from hardcoded logic to statetrees.
Camera already runs on themānow itās time for the character too.
Itās a massive step toward cleaner, scalable systems.
Structure matters.
#gamedev #UnrealEngine #indiedev #architecture
Wrapped up the Creative Vision Deck for Project Adam today
As the team grew, I noticed a bit of drift in ideas and direction
So I wrote it all down: clear, consistent, and built with the teamās input
Creative leadership isnāt control. Itās clarity
#gamedev #creativelead #indiedev #gamedesign
Today we ran one of my favorite kinds of meetings: a full-team review
I asked everyone to prep a quick updateāand wow!
Art, narrative, audio⦠itās all coming together beautifully
Canāt share details yet, but the energy? Unbelievable
Proud of this team
#gamedev #indiedev #devteam #leadership
Yesterday I was discussing the addition of some automated tests in Project Adam.
Not the flashiest part of dev, but vital.
Good tests catch regressions early, boost confidence, and save time down the line.
Future-you will thank you.
#gamedev #techdesign #indiedev
One of Project Adam's design pillars:
āSilence speaks louder than action.ā
Weāre exploring how tension, emotion, and meaning can emerge from what the player chooses not to do.
Sometimes, absence is the loudest narrative tool.
#gamedev #gamedesign #indiedev #horrorgames
Had one of those morning chats that remind me why pillars matter
Game design pillars arenāt just big ideas: theyāre anchors
They align vision across all disciplines
They help you say yes to the right things, and no to the rest
Define yours now if you didn't yet
#gamedev #gamedesign #indiedev
Absolutely. It made our life super easy after we started using it.
Of course, not everything can be solved by them, but they were a lifesaver š
I am not used to Godot, but have you tried checking your audio settings? Could you hear audio from other sources but not from your game?
One problem I have quite often is that my PC for some reason switches the speaker to a monitor that does not have speakers, hence I hear nothing.
Amen!
Agreed, but it is a hard lesson to learn when the project is something that is super close to your heart.
I can say it is not an easy process, but I am enjoying it so far.
Talked camera design today with the team.
Some pushed for a more āstandardā style, but Project Adam needs something more personal, more limiting, more intentional.
Familiar ā safe.
Innovation lives in the unfamiliar.
Letās explore it.
#gamedev #indiedev #horrorgames #designthinking
TwinCats is now 17 people strongāand with that growth, my roleās shifting
Less hands-on dev, more creative alignment, vision tracking, and team support
Leading a team isnāt about control. Itās about clarity, trust, and removing blockers
#gamedev #leadership #indiedev #teams
Had a great chat with the team yesterday about camera improvementsālots of 3D math and vector talk.
Iām less hands-on these days, but I love diving into design discussions when I can.
Creative direction isnāt just visionāitās staying curious with your team.
#gamedev #indiedev #techdesign
Weāre not against jump scares in Project Adam, but they have to be earned.
Most of our fear comes from silence, tension, and unease.
Dread that crawls, not shouts.
When a scare lands, it means something.
Thatās the kind of horror weāre crafting.
#gamedev #horrorgames #indiedev
Last week was intense: I gave 300% everywhere I could, and by Friday I was completely drained.
I took the weekend to fully rest, and now I feel human again.
In gamedev (and life), recovery is part of the process.
Burnout doesnāt build great games, balance does.
#gamedev #indiedev #selfcare
Spent today discussing the pitch demo hook for Project Adam.
Itās not just about showing mechanicsāwe want to spark curiosity, build tension, and hint at deeper relationships and mysteries.
The goal: a slice that haunts you⦠and makes you want more.
#gamedev #indiedev #horrorgames #pitchdemo
Weāve been exploring the idea of making companion banter interactive.
Since our game is slower-paced, we think giving players the option to engageāor disengageāadds depth without pressure.
Ever seen this done well?
Letās talk about narrative pacing + agency.
#gamedev #narrativedesign #indiedev
Last night I played Clair Obscur: Expedition 33 and⦠wow.
That combat system? Stunning. The world design? Beautiful.
Itās rare to feel inspired and intimidated at the same time.
Shoutout to Sandfall's teamāthis oneās special.
#gamedev #indiedev #ClairObscur
Some days in gamedev feel like storytelling
Others? Pure systems architecture
Today was both, and my brainās melting in the best way
Weāre wiring narrative triggers into stealth AI, and itās (good) chaosā¦
Whatās the weirdest task youāve tackled?
#gamedev #indiedev #narrativedesign #systemsdesign