One hour a day, every single day!

As the year comes to an end and I look back at the development of Twelve Minutes I remembered something that I feel is worth sharing. Three years ago, when I moved to San Francisco to work on “The Witness”, I found myself surrounded by some very talented developers like Jonathan Blow, Chris …

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Accessibility and Top Down View

I’ve been asked a couple of times why did I decide to make Twelve Minutes top down. Besides aesthetic and thematic reasons, one of my main goals was accessibility. About 2 years ago, I sat down with my wife that hadn’t played games since she was a kid. I wanted to show her how fun …

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Indiecade & IGF 2015

Two weeks ago I attended Indiecade for the first time. There were a few people interested in seeing the prototype and I was told it was a great place to start meeting the Indie community. It was probably the best playtesting session I could have. I would try to get the game in front …

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Why Twelve Minutes?

Most story oriented videogames are, in a way, time-loops. Whenever you fail, you go back to the start and are forced to repeat the same task over and over until you get it right. Rather than accept this natural consequence,  game designers usually slap it in your face that you died and …

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Detailing the world

A couple of weeks ago I finally managed to get all the key story elements in the prototype. You can now, for the first time, play the game from start to end. It’s a very rough ending but it’s there and it makes me very happy that I got to such …

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The Apartment

For this post I’ll try to show the process for defining where the game takes place. My original idea was to have it to be set in a small US countryside city with a very small population where you would live the main character’s life through a full 24 hour …

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