It was cool, but really far from a final game. The result was a playable prototype of a platform game with a few photo-based 2D characters running in a tile-constructed environment. Since I can’t program, I asked a friend to help me with that. I designed a line-up of plush and fabric characters, took photos and used After Effects to animate them: walking cycles, attack sequences, etc. Indie games were getting visible at that time, and I saw an opportunity to make something like that. In 2007-2008, for my final graduation project, I wanted to mix up all those different things I was involved in: animation, game dev, and industrial design. During that time, I focused my studies on UI Design, animation, and motion graphics because there it was needed in the lab. Next year, I got an internship inside the campus, in an R&D IT laboratory. In 2003, I moved to another city to attend the University, and my major was Product Design. I was active in a forum called Made in Brazil, (, now closed, to avoid a massive influx of bots), where I made good friends who I keep in touch with until this day. In that time, the Brazilian mapping scene was inspired by legendary Mataleone’s cs_rio map, for CS 1.6. My game dev story starts in the late 90s when I was making maps for Action Quake 2 and browsing mapping forums. Currently, I’m working for New World Interactive (Insurgency, Day of Infamy, Insurgency:Sandstorm). Hello! my name is Arthur de Padua, I’m from Brazil and I work as User Interface designer in the games industry since 2008.
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