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
Twelve Minutes content has grown quite a bit over the last year, and since everything is interconnected, every time I do a major change, playtesting takes longer and longer. It also
A week has passed since Indiecade and I finally have the time to sit down and write about it. Just like my post-mortem of PAX East, I’ll go over how it went, what
I’m very happy to finally be able to share that Twelve Minutes is part of IndieCade 2015 official selection and will be playable in the “Indie Selects” section of the
As some of you know, my full time job is on The Witness as a senior artist. I’ve been working with Jonathan blow for over 4 years now and it has been
If Twelve Minutes was an illustration, I would say I’ve just finished the sketch (prototype) and I’m now starting the inking stage, cleaning up the drawing to later add color and shades (production).
Over the last month I’ve been cleaning up the main story line puzzles and make sure I have a solution for any left over core gameplay issues. Once “The Witness”
When I started to work on Twelve Minutes, all I knew was that I wanted to explore the concept of a time loop and see if that would create interesting gameplay. I
In case anyone missed it, I was invited to show Twelve Minutes at Giant Bomb’s “Quick Look” segment. Jeff and Dan played it for about an hour and I had a
One of the less developed features of Twelve Minutes is the audio. So far I’ve only implement the minimum required so you understand what is going on (e.g footsteps, opening
At PAX East I was lucky enough to have Greg Miller check my booth and take a look at Twelve Minutes. In case you don’t know, he is part of the
This is a follow up to my previous post: “The interrupted conversation” where characters are able to interrupt each other forever. The reason why I found the problem interesting is because there are many ways to
Two days ago I ran into a very peculiar problem that I haven’t been able to find a solution for. There are 3 main characters in the game; the Wife, the