Date September 2020 – 28 November 2022 (release date)
Position Narrative Designer
Team 1 Game Designer 1 Level Designer 1 Narrative Designer 1 Programmer 2 3D Artists 1 Sound Designer & Composer
Engine Unreal Engine
Yay, we go out! So many scents here. There’s this guy, Nem0-1, that’s exploring a strange place full of animals, and taking pictures of them. I’m a bit jealous, to be honest. Anyway, Valerio wrote the story. He loves to tell stories, and he did it in two different ways. One is more about following the tracks of the guy from before, Nem0-1, the other is exploring the strange place and discovering secrets (strange words incoming: “linear narrative and iceberg narrative”. He explained to me that telling a story in a videogame means working on the gameplay: if there's no correlation between gameplay and story, it doesn’t work. I really can’t say more about this, he signed some paper to keep the thing secret, and I know how to keep his secrets. So don't ask!
Yuf
Good Boy
Cthulhu Party
Info
Date December 2018 – June 2019
Position Scrum Master / Game and Level Designer
Starting Team 5 Game Designers 3 Programmers 9 3D Artists
Final Team 2 Game Designers 5 3D Artists
Engine Unreal Engine
This one was hard. 6 moons (or "months" as you call it) of time to complete it, and a pack that lost more than half the programmers and designers in his first days. Almost all the project has been carried by him and one good buddy. And me, obviously. MORAL SUPPORT! Anyway, Valerio was the scrum master of Cthulhu Party, using the agile manifesto principles to adapt to the continuous team changes, keeping the backlog always updated, allowing his team members to go in and out of the project without losing the focus. He was the lead level designer too, he worked for giving to each level a recognizable flavor. I tried to taste the screen to get the flavor. Didn't worked.