Author: Nadia Orenes Ruiz


  • Before I tried Cuphead I was always very curious about the criticism the game always got for being extremely difficult. I couldn’t believe that the developers, who seemed to have spent quite some time and effort in building such a big thing, would just mess up with a basic principle of game design such as […]

  • Gris, by Nomada Studio, is a platform game with art of paralyzing beauty, and visual and design influences taken from games such as Monument Valley or Journey. The narrative doesn’t carry the weight of a heavy plot, but it rather develops some themes through cinematics, and exposing certain motifs in its gameplay, by using resources […]

  • Types of branching narrative trees I’m always surprised by how differently story-driven games with mechanics where content branches approach their narrative design. Each game seems to have its own understanding and implementation of what the player will feel is a satisfying experience. There are only certain types of systems in video games where choices and […]

  • Undertale is weird and disorienting. However, it’s easy to be mislead by its aesthetics if one knows nothing about what this game really is about. On the surface, it looks like an old school RPG game with a traditional combat system. Since I hadn’t read a lot about it before playing, it took me some […]

  • When thinking about themes for story-driven games with choice mechanics, I can hardly think about one that fits better than helping a civilization gain the right to choose their future. Yep, Detroit is a game where theme and mechanics flow wonderfully together, exploring all the scenarios that are related to the nature of choice itself. […]

  • I noticed the traditional theory estates that even if players lose rounds, you need to reinforce them positively, appreciating the attempt. That way they will keep on trying and not understanding loses as failure, but as part of the process.  Then checking how games handle this with their end or round flows and with their UI […]

  • I collected all the art I did for La Última flor de Lazlar in this board of Behance. While figuring out the artistic direction, I let myself be influenced by Robert McKee’s illustrations for children books, and by the mood of games like Unfinished Swan. Hope you enjoy!

  • Whenever I have the chance I ask friends or family what games they’re playing and what they think about them. But the nicest insights I get when we talk about what other games they played but abandoned eventually. I think we game designers expect players to tell us that they churn in a game because […]

  • It’s been my first year at GDC, and I went back home with so many learnings! What I liked the most about the conference is that you can make the most of it in any way you want. The talks, the expo, the networking, the parties… all that is there for you to schedule your […]

  • I’ve always been curious about the use of camera angles as an expressive resource in story telling. I remember studying some film history and theory back in the day, and being especially struck by some specific shots from some classic movies, which brought the storytelling to a different level. You can find a few on films […]