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Orbital Burrow Post-Mortem

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We were a smaller team this time: two programmers, one artist and myself in the same room, while another artist was about 1 thousand Kilometers in a straight line from us, and we could only talk to our musician through email. We couldn’t afford to be too ambitious so… no pressure.

It’s been a while since I did any game design from the ground up. With the exception of two months doing freelance work at the start of this year, I’ve been unemployed for more than a year now and I felt a bit rusty. My focus lately has been shifting from completing older design docs, to learning Game Maker Studio, and then deciding that I should read up more on logical thinking for programming, and at the same time spruce up my memory on an easy to learn language that I was still familiar with, Processing.

This led into choosing Game Maker Studio as our framework, besides the other three local team members having some experience with it, during any design downtime I could jump into the sprite or level editor and help them out. Hell, I could even help search for solutions if we’d get stumped by some of the different ways GMS does things, I can say I’m way too experienced in that.

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Sardines Competition Festas De Lisboa ’14

This year I submitted two sardine designs for the Sardines Competition Festas de Lisboa ’14.

One inspired by the early cartoons of the Silent Era, each frame drawn in Photoshop and then edited in Sony Vegas, and another made to look like it was drawn on a frosted window.

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UI Design: Trench Mobile (Cancelled)

Between December 2011 and half of 2012 I was working on the design of a digital adaptation for mobile devices of the Trench board game.

The video above showcases some of the mockups I did for the menus and ingame interface.

I enjoy the flow and cleanliness of the menus, but they definitely lack a short description on the bottom of the screen of what you could do in them, such as the Player Option where you could tap the names to swap player colors.


Make A Game presents ‘Orbital Burrow’

Make A Game returned for the 29th Ludum Dare with Orbital Burrow.

Moles have achieved space travel and are now searching for new worlds to burrow. As one of these unlucky planets, you have to get rid of them!

Use your moon to bash incoming space drills and use the power of the four elements to exterminate the invaders!

Orbital Burrow was released on April 28th 2014. You can play it here.


The Chic Shack’s Grand Opening

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Update: Sales are now over, but keep an eye out for more stuff in the future!

My online shop is finally open!

I’ve redone the Holiday Kong poster from scratch and it’s currently on sale with a 15% discount that will only last this weekend (21st to 22nd December).

Living far from a big city made it difficult to find a good quality printing service and unfortunately the print won’t be under anyone’s tree, but if you don’t mind giving or getting late presents, I would love if you choose this one.

If not, I would be very thankful if you could pass the word to anyone you know.

Happy holidays!


Monaco: Traffic Jam

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Traffic Jam starts in the middle of a highway accident involving another group of criminals. Six of the playable characters have to find the Mole and the Hacker before the authorities do, picking up the lost loot in the process.

This level was made with the built-in level editor from the game Monaco by Pocketwatch Games and you can play it by subscribing to the level on the Steam Workshop, it will then appear in the list of subscribed missions.

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Have fun and when you’re done playing it, I’d love to receive your feedback.

Feel free to read the rest of this post if you’re interested about some of the thought process behind this map.

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Break the Curse: The Crimson Gems

Break the Curse puts you in the shoes of a supernatural investigator, on the track of two carnival performers that went missing under strange circumstances.

After House of Brass was released, I joined the Break the Curse team to implement art and gameplay, and helped with some puzzle designs in the later stages of development.

Break the Curse was released on December 26th 2012, for PC and Mac.


Overpopulous Post-Mortem

«That’s a wrap!», we said when “alone I art” was submitted, «We’re not going to do another Ludum Dare before making full games out of this and Eggscape, okay?»

We all agreed, until seconds later someone reminded us that the next Ludum Dare was going to mark the 10th Anniversary of the competition.

«#&$*@!», I said, before blacking out and waking up four months later and right when the theme was announced.

«The theme is Tiny World?»

«#&$*@!», there, I did it again.

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Make A Game presents ‘Overpopulous’

Overpopulous marked Make A Game‘s third entry in the Ludum Dare 72 hour game jam.

The planet Mengolia is overpopulated and incredible efforts have been made to develop a space program that will find new, more roomy, homes for all.
Unfortunately, someone got some calculations wrong…

This time you control a rocket propelled planet on a mission to colonize other worlds, by smashing into them.

Overpopulous was released on April 23rd 2012 and got 18th place out of 330. You can play it here.


Fantastic Creations: House of Brass

This was the first project I worked on from the beginning to the end at GI Games¹, and it was released on February 27, 2012.

House of Brass tells the story of an amazing steampunk house created by a heartbroken inventor, and of a girl who finds that this house exists beyond her dreams and fairy tales.

Video cortesy of GameInvest

This Hidden Object Adventure was our second game to get a Collector’s Edition and was one of Big Fish’s Top 10 best sellers for over a month, receiving great reviews. The Mac version even reached the 1st place, beating Big Fish’s own Mystery Case Files: Escape From Ravenhearst.

Fantastic Creations: House of Brass (PC, MAC) and its Collector’s Edition (PC, MAC) are available at Big Fish Games.

¹GI Games’ website is down, alternatively you can visit its MobyGames page here.


Designer for Hire!

Carlos Leituga

I've been playing games my whole life and that ended up being pretty useful.

I joined the GameDev-PT community in 2002 and drew some gaming related comics. After a while I started writing humoristic articles, and producing podcasts and video content for a notoriously funny blog called Rumble Pack. Eventually that got me to write and illustrate for the short lived Portuguese gaming magazine Smash!.

I finally got my chance to work in the videogame industry at GameInvest, which lasted 2 years and 6 months until the studio closed. Before that I made some smaller games with the Make A Game team.

I'm currently doing freelance design so hit me up if you need help. Here's my LinkedIn profile.

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