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Designing Player Choice Part II

  • Post author By Luis Antonio
  • Post date September 20, 2026
  • No Comments on Designing Player Choice Part II

“Now the game is just telling me what I can do!” That was a friend’s reaction after playing with the changes from the last blog post. It’s not working the way I expected… This is one of the most magical and, at the same time, frustrating aspects of game design: hypothesis, implementation, realization and iteration. […]

Designing Player Choice

  • Post author By Luis Antonio
  • Post date August 21, 2026
  • 2 Comments on Designing Player Choice

[Note: Prototype visuals only. Final art style will differ.] Now that I have a playable structure for the timeline with several puzzles in place, I’m working on the moment-to-moment experience for the player. You play as Eve, and the way it works is that you go through these quick, meaningful life moments (e.g. getting married, […]

Presenting information to the player

  • Post author By Luis Antonio
  • Post date December 21, 2024
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The simulation now includes enough interactions for you to experience Eve’s life from birth until around 40 years old, leading up to the first major puzzle. As mentioned in my previous post, I’ve been focusing on the Editor side of things while still working through the design complexity of representing an entire lifetime as a […]

Editor Mode – First Draft

  • Post author By Luis Antonio
  • Post date December 10, 2024
  • 1 Comment on Editor Mode – First Draft

One of the main challenges of this project, when it came to creating something tangible, was figuring out how to represent it. The game spans the entire lifespan of a character, from birth to death, flashing through key moments and allowing players to make choices that affect not only their own lives but also the […]

And so it begins…

  • Post author By Luis Antonio
  • Post date December 1, 2024
  • No Comments on And so it begins…

This project has been in gestation for almost two years. It has taken many forms, and over the past year, it has started to resemble something with enough potential to complete a prototype. I remember this distinct feeling when creating Twelve Minutes and it was around this stage of development that I began documenting the […]

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