experimental game design
Running, jumping, climbing stairs, everything but staying still, you have to burn calories at all costs. Some pizza delivery boys will pursue you while junk food falls on you from all angles, adding to the frenzy.
Watch out for you last remaining self-esteem! The game explores how certain perverse mechanisms activate our animal compulsiveness, forcing us to consume our own fat.
A resource management videogame. What you manage is bodily hair. The game has 2 different apps:
- The body hair Editor. The tool to put body hair to any picture.
- The Plucker. The app to remove the virtual hairs (one by one at the beginning, but of course you can purchase some helpful tools...) adding points to your score, amidst a sound score of auchs!! ooohhhs! and aaaaahs! Look for hidden hairs for extra bonus. Send your hairy pictures to your friends so that they help you with your mission.
It's your turn: will you decide to grow old with dignity or you'll do every possible thing to stop the physical decline, even if the price to pay is just another bit of your precious time? The idea for the game was born from the old tradition of card games as allegory of the human subjugation to Destiny, and of game turns as the passage of time. In a contemporary context, with the commercial exploitation of the cult of the body and the need for control and security...the mood will be satiric, since laughter, as they say, is the only socially acceptable kind of catharsis.
I've recently started the research for my Phd Thesis.
The theme is yet very broad: games and research processes. Through this research, I would like to build upon the knowledge generated in my last few projects, since all of them have been dealing with research processes and games as social and cognitive technology.
Gameplay was a research project that explored new methods for fostering business innovation through the application of game design concepts. It was developed within Telefónica R + D, in the framework of Disonancias.
We worked on cultural change from a value system based on competitiveness, productivity and short-term achievements to one based on cooperation and bold exploration.
The challenge was to design a game for a family audience, which could be played in only 5-10 minutes, and disseminate a series of scientific concepts about human genetic diversity.
Shoplifting 2 (2006) is a stealth-based game in which a group of heroes, recently cast out of the Forgotten Realms, need to survive in a big mall, where they lead a marginal, underground life. Starting with a capital of 1 €, they need to progress in their shoplifting skills, avoiding all sorts of security systems (CCTV, security guards, alarmed pins...).
Shoplifting 2 was made with the Infinity Engine over the commercial game Baldur's Gate II, and is a total conversion of it. To play Shoplifting 2, then, you need a copy of the original game.
In this interactive installation, a group of characters explore a supermarket with the specific mission of shoplifting different products, always running away from the security guards.
I used the Baldur's Gate II engine (infinity engine), making a mod of the original game. The result is a playable new game with new rules: the game is not anymore about managing your own resources to get more goods while working or making some productive task. Now, you have to avoid buying or producing, and heroes become petty thiefs.
Interactive installation based in a flight simulation videogame. Players are inmersed in an ambience of golden sparkles, and lie down in a big platform/bed. They'll try to take off by handling the stiff, suggerent joysti
As a child's game that reproduces a situation to prolong the pleasure, but also as a trauma that has been repressed and which returnes obsessively over and over again, the simulation of dreams is born: videogames.
Interactive installation consisting of a big screen with a videogame and a set so that the visitors can lie down and play.
The Japanese word okashi designates all kinds of sweets, Jellies, cookies, snacks, chocolate... In that country has become a phenomenon that arouses passions, for how young, and not only children, collect the gadgets some okashi give, or discuss what their preferred okashi is.