A lot has happened since the trailer debut at E3 in June and the feedback we’ve received since then has been warmingly positive, with two awards that stand out, the
Last week was an important milestone for Twelve Minutes. We revealed the trailer to the world at E3 2019, with the goal of providing a glimpse of how this interactive
I’m very happy to share with you that Twelve Minutes has just been officially announced today, during the 2019 Xbox E3 Briefing: In this experience, you take the role of
The last few months have been focused on wrapping up any loose ends as we reach the last stretch of development. I’ve been mostly creating lots of spreadsheets, flowcharts and
Imagine you are walking on the street and step on dog poop. You then see the owner strolling away with the dog, without a care in the world. Would you
The way your avatar moves in a game is probably one of the most important aspects of a smooth gaming experience and the foundation for all the other animations that
For the last three years, I had to remind myself that the current art was just placeholder and stop myself from trying to make it prettier. As the game design
As the game grew in complexity over the last 6 months, it reached a saturation point where it became impossible for me to be aware of all the ramifications that
In case you didn’t know, E3 (Electronic Entertainment Expo) the biggest gaming event of the year is just around the corner and I’ll be showing Twelve Minutes during the Twitch
I’m very glad to finally be able to share the details of the people that are helping Twelve Minutes become a reality! Writing this post made me realize how lucky
As I mentioned in the previous post, Twelve Minutes was on display at the excellent ‘Day of the Devs’ organized by fine folks at Double Fine and iam8bit. I wanted to
Every year, the awesome folks at Double Fine (Psychonauts, Grim Fandango, Broken Age) and iam8bit organize the excellent free event, ‘Day of the Devs’, for fans of Independent Games, right
The games I worked on when I was employed in AAA studios, were developed with every department (e.g. Art, Programming, Design) operating in parallel. I’ve often compared this experience to
After finishing and releasing The Witness I went straight into Twelve Minutes without taking a break. Everyone told me not to do so, to at least get a mental gap
One of the unexpected perks of working on your own project is that I’m no longer limited to work from the same place. My wife is a teacher and she gets very
Personally, one of the most impressive aspects of movie making, is how it’s able to use every single technique, from camera movement, to set design, pacing, acting, colors, etc. to convey a message
Three years ago, while working full-time as an artist on The Witness, I began learning to program in order to prototype my idea for a game involving time loops. Back
In case you are wondering, the reason for the lack of Twelve Minutes related posts, is that during the last few months my free time has been taken with the
As I explained in my previous post, ‘The Witness’ just got released, and now that the game is out for some time I’ve been updating my portfolio with my work
In case you are wondering why the lack of posts recently, for the last 4 years, I’ve been working with Jonathan Blow, doing the art for a game called ‘The