× PortadaNoticiasTrabajoColaboraciónEnlacesForosFormaciónNosotros
Stratos: Punto de Encuentro de Desarrolladores

¡Bienvenido a Stratos!

Acceder
Detalles

Fecha

21/04/2025


Dirección de contacto

guimgames@fatto-prizzerva.com


Ubicación

España, Barcelona (España)


Salario

Salario sin especificar


Programador para Boss Rush (acción en tiempo real)


Fatto Prizzerva es un videojuego que transcurre en el más allá Católico. El protagonista es juzgado justo después de morir y tiene la oportunidad de revivir ciertos eventos clave de su vida y según como actúa en ellos será mandado al cielo o al infierno (los cuales también tienen sus propios Boss encounters, además de los posibles finales).

La parte de acción en tiempo real (Camino Agresivo) de este videojuego tiene como mecánica central el puñetazo normal. Para entender por qué algo así es novedoso tendremos una conversación consultando en detalle el Game Design Document (ya que, si bien entiendo que necesitáis cierto grado de información para decidir uniros al proyecto, también necesito conservar cierta información que os será explicada en el momento en el que paséis a formar parte del equipo). Básicamente, es un puñetazo que siempre tiene la misma potencia y que el impacto que tiene en el oponente se define según la distancia entre estos dos (protagonista y enemigo golpeado).
Evidentemente, hay múltiples formas de incrementar la potencia de este puñetazo, como por ejemplo, la carrerilla con la que se golpea. Y muchas otras mecánicas alrededor de la defensa y acceso a puntos débiles de los enemigos. Se puede encontrar un poco más de información en el enlace de Google Drive siguiente: https://drive.google.com/drive/folders/1jWl1yXvCf3iCLGYOapgFeqpmez1DxCDz?usp=sharing

Ahora mismo, los sistemas base del juego están en un estado bastante avanzado, así que no sería necesario empezar el trabajo desde cero en el caso del primer combate que sería el incluido en el vertical slice.

En caso de que decidamos entre todos realizar los siguientes dos combates que conformarían la demo ideal del juego (para poder experimentar bien con el potencial de este nuevo sistema de combate) sí que habría que programar los encuentros desde cero.

En el momento en el que paséis a formar parte del equipo, tendréis poder de decisión con base en lo sabio de vuestras aportaciones. Y según la cantidad y la calidad de los esfuerzos dedicados iréis pasando de ser colaboradores a socios del proyecto.


PD: El perfil está rellenado en inglés debido a que no era consciente de que esta página principalmente era de la comunidad hispanohablante. Aun así, lo dejaré en ese idioma, ya que tener un buen nivel de inglés es imprescindible para poder trabajar en programación y en este proyecto en general, puesto que toda la documentación está en ese idioma, y la mayoría de instrucciones también lo estarán.


Detalles

Fecha

21/04/2025


Dirección de contacto

guimgames@fatto-prizzerva.com


Ubicación

España, Barcelona (España)


Salario

Salario sin especificar



App de Stratos

Detalles del grupo
Nombre de la empresaGuimGames
Webwww.fatto-prizzerva.com
Correo electrónicoguimgames@fatto-prizzerva.com
Número de miembros3
UbicaciónVilassar de Mar, Barcelona (España)
Acerca de este grupoAs the Project Development Director at GuimGames, I lead the creation and organization of Fatto Prizzerva. This project has been the center of my life for over five years, during which I have grown and educated myself in various fields, including Game Design, narrative, psychology, and human behavior. Now, I’m looking for passionate partners to join this exciting journey, fueled by our belief in the potential of Fatto Prizzerva.

In January 2019, after becoming bureaucratically self-employed here in Spain, I was able to reach out to programming and art universities to host internships. That first quarter, I started building what eventually became a team of 23+ individuals—12 interns and 11+ graduates (3 of whom had recently completed their Master’s degrees). They believed in both the idea and me enough to join this currently unpaid project. They dedicated their precious free time (after work and study commitments) to Fatto Prizzerva for eight months. Our goal was to prepare a playable build for N1B2019 (formerly Barcelona Games World), but we fell short. I mismanaged our human resources by attempting to create a vertical slice that encompassed both halves of the game, rather than focusing programming efforts on completing one half to a satisfying level (to understand the “half” concept, refer to the 6th paragraph).

During those eight months, I took on multiple roles (and most of them for a longer time): game design, project management, level design, storyboarding, narrative development… while working over 50 hours a week as a waiter to fund the event booth (“only” June, July, and August 2019) and supervising the progress in all other areas. Looking back, I am still amazed at how the 20-year-old version of myself managed it all. But what I have realized is that to properly move forward, I need to find equal partners to share the workload while broadening the range of expertise.

After N1B2019, I told my team I would manage the project until I found the necessary investment to expand the team to an ideal (or acceptable, at least) size. I simply couldn’t continue under those conditions—I wanted to pay my team for full-time work, and I believed I could reach that stage on my own. After five years, I realized I can not.

Between 2020 and 2021, I rewrote all the Game Design documents (not publicly available in the link below) in English and structured the ideal team together with its needed budget for a proper development of the game while preparing the provisional trailer's release (@fattoprizzerva44 is the Instagram where that release was being prepared. It is decent, but we plan to do things way more professionally nowadays regarding social media and the game materials that we decide to publish as definitive).

To provide some context about the game (which you can explore in more detail via the Google Drive link at the end of this text with the Pitch Deck**), Fatto Prizzerva is a video game that explores the journey to heaven or hell. From a game design perspective, we are developing a brand new real-time combat system for the aggressive “half” of the game and multiple chess-inspired strategy modes for the pacifist “half” (these modes are also entirely new, although some ideas stem from expanding existing mechanics in traditional chess or its published variations).

My goal over the past five years has been to secure investment to bring Fatto Prizzerva to life under optimal conditions. Four years ago, I spent the entire year attending major video game events, which, in 2021, were adapted to an online format for the first time due to the pandemic (although my efforts were hampered by not having a demonstrable background or a playable build). In 2022, I dedicated the entire year to working and saving money in order to travel with this same objective. In 2023, I executed the planned travel and worked on a physical wooden build of the game* over the summer to bring with me to GDC 2024. This effort proved invaluable, helping me stand out and leading to invitations to two exclusive industry gatherings during GDC, which were VIP parties I would never have attended otherwise. (For more on this, see the link: https://www.linkedin.com/feed/update/urn:li:activity:7171554402816765953/) While the physical build had advantages, it also had its downsides, and it was not enough to secure a deal. As Rich Rosado, former Rockstar Business Opportunities Scout and now in the same role at Microsoft, told me: I would have had a 100% chance of signing a deal at GDC 2022, but chances were rough due to the tough investment climate in 2024.

Now, after hearing advice from industry veteran Guillaume Jamet, and with more companies aware of and interested in Fatto Prizzerva following GDC. It is time to create a proper playable build and structure a social media community to properly launch this project the way it deserves.



*The reason I spent an entire summer working on a physical build rather than programming was because I knew that the playability and aesthetic quality of the result would be much higher, despite having no prior woodworking experience.

**To learn more about the game, explore the following materials or contact me: https://drive.google.com/drive/folders/1jWl1yXvCf3iCLGYOapgFeqpmez1DxCDz?usp=sharing





Stratos es un servicio gratuito, cuyos costes se cubren en parte con la publicidad.
Por favor, desactiva el bloqueador de anuncios en esta web para ayudar a que siga adelante.
Muchísimas gracias.