| Programador para juego de estratégia PvP y PvE basado en el ajedrez (pero muy distinto a él). | |
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 estrategia (Camino pacifista) de este videojuego consiste en un desarrollo y análisis de los patrones de movimiento de las piezas de ajedrez para crear inicialmente un juego PvP con cada pieza, junto con un tutorial con una PvE Boss fight para aprender como jugar (esto último es lo que veréis si entráis en la página web o en el Instagram y visualizáis la segunda mitad del tráiler provisional de este videojuego), y, más adelante, modos de juego combinándolas y realizando variaciones en los escenarios, los elementos interactivos en estos, las posibilidades de movimiento de las piezas, etc.
Esta parte del videojuego, al ser la que tiene el techo más alto en términos de éxito debido a su potencial en el mundo de los e-Sports, es la que está más testeada y para la que ya hemos comprobado que es divertida para públicos de todo tipo de edades. Además, antes de ir a la GDC 2024 el año pasado, como podéis ver en mi perfil de LinkedIn, le hice una recreación física trabajando la madera, que, debido a su atractivo estético, me abrió muchas puertas y me llevó a conocer a muchos contactos valiosos. https://www.linkedin.com/feed/update/urn:li:activity:7171554402816765953/
Se puede encontrar un poco más de información en el enlace de Google Drive siguiente: https://drive.google.com/drive/folders/1jWl1yXvCf3iCLGYOapgFeqpmez1DxCDz?usp=sharing
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 del grupo |
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Nombre de la empresa | GuimGames | Web | www.fatto-prizzerva.com | Correo electrónico | guimgames@fatto-prizzerva.com | Número de miembros | 3 | Ubicación | Vilassar de Mar, Barcelona (España) | Acerca de este grupo | As 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 |
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