Dusty was my first big project where I worked with a team of thirty-four developers. It was hard, really hard, but one the most fun experiences of my life. We develop a puzzle game with around three hours content in nine months.
Dusty is a third-person puzzle game focused on explore beautiful environments. Join archaeologist Dusty on his search for a mysterious civilization. Explore equipped with your extensible cane and notebook to resolve the past, the ways of the civilization and his technology of light.
Inspired by the ‘Salto del Pastor’ from the Canary Islands, you will have to move nimbly between canyons and slopes, overcoming slides and jumping chasms. On this journey, you will explore a vibrant ecosystem of fauna and flora that will accompany you on your quest.
Working with Unreal Engine 5 to design and implenent all cinematics.
Introduction cinematic.
Final Leave the Past cinematic.
Final Continue the Quest cinematic.
Game Trailer.
Design, prototyping and implementation of all puzzle mechanics and systems. The puzzle system consisted on three elements.
The cube core mechanics, movement, weight and functions.
Light mechanics interactions between the player, cubes and environmental elements such as fauna, flora, doors and bridges.
Entire Planetary System Puzzle with dial movement and light rays.
Managing the communication channels of design decisions with artists and programmers.
Writing the narrative concept.
Structure and writing of the whole plot and theme.
Worldbuilding design of the City and the Caves.
Bloking and beat-charts of the two last levels.
Planetary Puzzle Room.
Light Archive Room.
Designed and Implemented the User Interface, worked pair to pair with programming team
UI tools.
Layout and implementation of Main Menu and Settings.
Controls Schemes.
QA
Making of play testing plans for player tester events.
Gathering and analysis of data from events.
Bug fixing and optimization.
All writing, layout, design and regular revisions of the whole GDD.
Manage of social media.
Pitching on multiple events to revisors and press.