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Posts by Rafael Ocariz

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

3 months ago 7 3 1 0

Big milestone for us!

We’re finally ready to start pitching.
The prototype is solid, pitch deck polished, videos done, website back online, and our community keeps growing.

It’s been a long road, but we’re ready to take this next step.
Let’s make it happen.

#gamedev #indiedev #pitching #milestone

5 months ago 5 2 0 0

With Playtest 7 next week, we’ll 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

6 months ago 9 3 0 0

We’ve 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

7 months ago 14 4 0 0

Sorry for not posting as much lately, we’ve 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 I’m excited to see it all come together.

The vision is shining through! ✨

#gamedev #indiedev #playtesting

7 months ago 15 4 0 0
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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

7 months ago 8 2 0 0

Sorry for the radio silence lately.
We’ve been deep in sprint mode, pushing to get the pitch demo’s remaining features done.

By Aug 22, we’ll be feature complete (demo subset) and ready to focus on polish & fixes.

The finish line’s in sight!
#gamedev #indiedev #pitchdemo

8 months ago 14 4 0 0

Attended U/Day Montreal last Thursday

It was great to connect with fellow devs and learn more about Unity’s future, market trends, and smart strategies for optimizing performance in large, complex games

Always inspiring to share challenges and solutions

#gamedev #unity #indiedev #UdayMontreal

9 months ago 15 4 0 0

Yesterday we talked strategy: how to deliver our pitch demo vision with less.

Sometimes it’s not about cutting features—it’s about conveying intent with temporary, faster solutions.

Pitch first, polish later.
Clarity of experience > completeness.

#gamedev #indiedev #scoping #gamedesign

9 months ago 10 3 0 0
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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

9 months ago 7 3 0 0

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 aren’t magic, but they scale beautifully.

#gamedev #UnrealEngine #architecture #indiedev

10 months ago 3 2 0 0

We’ve been discussing character implementation lately.

A big shift: moving from hardcoded logic to statetrees.

Camera already runs on them—now it’s time for the character too.
It’s a massive step toward cleaner, scalable systems.

Structure matters.

#gamedev #UnrealEngine #indiedev #architecture

10 months ago 6 2 0 0

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 team’s input

Creative leadership isn’t control. It’s clarity

#gamedev #creativelead #indiedev #gamedesign

10 months ago 2 2 0 0

Today we ran one of my favorite kinds of meetings: a full-team review

I asked everyone to prep a quick update—and wow!

Art, narrative, audio… it’s all coming together beautifully

Can’t share details yet, but the energy? Unbelievable
Proud of this team

#gamedev #indiedev #devteam #leadership

10 months ago 4 2 0 0

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

10 months ago 4 2 0 0

One of Project Adam's design pillars:
ā€œSilence speaks louder than action.ā€

We’re 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

10 months ago 5 2 0 0

Had one of those morning chats that remind me why pillars matter

Game design pillars aren’t just big ideas: they’re 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

10 months ago 9 2 0 0

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 😁

10 months ago 1 0 0 0
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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.

10 months ago 1 0 0 0

Amen!

10 months ago 1 0 0 0

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.

10 months ago 1 0 0 0

Talked camera design today with the team.

Some pushed for a more ā€œstandardā€ style, but Project Adam needs something more personal, more limiting, more intentional.

Familiar ≠ safe.

Innovation lives in the unfamiliar.
Let’s explore it.

#gamedev #indiedev #horrorgames #designthinking

10 months ago 5 2 0 0

TwinCats is now 17 people strong—and with that growth, my role’s shifting

Less hands-on dev, more creative alignment, vision tracking, and team support

Leading a team isn’t about control. It’s about clarity, trust, and removing blockers

#gamedev #leadership #indiedev #teams

10 months ago 6 2 1 0

Had a great chat with the team yesterday about camera improvements—lots of 3D math and vector talk.

I’m less hands-on these days, but I love diving into design discussions when I can.

Creative direction isn’t just vision—it’s staying curious with your team.

#gamedev #indiedev #techdesign

10 months ago 5 2 0 0

We’re 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.
That’s the kind of horror we’re crafting.

#gamedev #horrorgames #indiedev

11 months ago 8 2 1 0

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 doesn’t build great games, balance does.

#gamedev #indiedev #selfcare

11 months ago 6 2 1 0
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Spent today discussing the pitch demo hook for Project Adam.

It’s not just about showing mechanics—we 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

11 months ago 6 3 0 0

We’ve been exploring the idea of making companion banter interactive.

Since our game is slower-paced, we think giving players the option to engage—or disengage—adds depth without pressure.

Ever seen this done well?

Let’s talk about narrative pacing + agency.

#gamedev #narrativedesign #indiedev

11 months ago 8 3 0 0

Last night I played Clair Obscur: Expedition 33 and… wow.
That combat system? Stunning. The world design? Beautiful.

It’s rare to feel inspired and intimidated at the same time.

Shoutout to Sandfall's team—this one’s special.

#gamedev #indiedev #ClairObscur

11 months ago 5 3 0 0

Some days in gamedev feel like storytelling
Others? Pure systems architecture
Today was both, and my brain’s melting in the best way

We’re wiring narrative triggers into stealth AI, and it’s (good) chaos…

What’s the weirdest task you’ve tackled?

#gamedev #indiedev #narrativedesign #systemsdesign

11 months ago 11 5 1 0