I’m currently in my final semester for the Bachelor of Graphic Design degree, so I’m devoting my time to a project I haven’t discussed here so far. Now that I have something to show, though, I think it’s time to talk about it a bit. I’ll start from the very beginning: the conception of the idea.
I’ve been an avid videogamer for the best part of my life, so I can account for many hours spent in front of a screen, with a controller in my hands. One day, around two years ago, probably while playing this brilliantly elegant game called Polarium,1 I realized that I was having more fun creating levels, and making sure that they were both solvable and aesthetically attractive, rather than just playing the game proper. I found that the visual patterns created by the simple colored shapes in puzzle games like Tetris, Puyo Puyo and Puzzle Bobble could, and sometimes would, form beautiful patterns. This is, of course, where my training in design comes in; I realized that a game could be made where the objective, the very goal, was not to match shapes or make chains, but to create an interesting visual composition.
I had very little experience programming, though, so I never took it upon myself to make that game. Time passed, and one day there was a special event, hosted by a friend, called the Super Game Bakedown, that simply consisted of creating a game for the duration of a single month, in the spirit of the NaNoWriMo. I knew I couldn’t achieve such a feat, but I joined anyway, and made it my goal to finish a design document for this dream game of mine. I even added a secondary characteristic to the game, which was an idea that had intrigued me for a while: The game would not use words (or numbers) whatsoever. In the end, I didn’t even finish the design document, but I did get a clearer idea of what I wanted to, and could, achieve. […]
- Polarium is a videogame developed by Mitchell and released for the Nintendo DS. It’s an abstract puzzler whose objective is to turn every row, from a rectangular grid of white and black squares, into a single color, by means of tracing a path that flips white tiles to black, and vice versa. This simple premise, intuitive during the first few stages, gives way to mind-bending puzzles that test the player’s ability to analyze and recognize patterns. It includes a level creator. There is also a free-to-play Flash clone called Blackflip. ↩