Recreation of Contra (NES)

This entry is a selection of parts from the report I made about my project for Game Engine Architecture, a course I performed as part of my studies from the Master’s Program in Game Design And Technology in the University of Gothenburg.

The project consisted of choosing a game from the golden age of the arcade games and recreating it in C++ using the base for an engine provided by the course organisers (which was based on the SDL library). I preferred to go for a quite harder goal and chose instead a later game, Contra by Konami, as it supposed a better challenge. The time was quite tight but I managed to fully recreate the first two levels of the game.

For the report I used a generic plural (“we”), but the truth is I made the project completely alone on my own (took a lot of work, to be honest!). Don’t be afraid to comment if you have any suggestions or questions or you find any mistakes in the post.

Project in GitHub Windows 32bits release Original PDF report

Continue reading

Rage in Space – the board game

In this post, we describe how we designed and tested a board game about ships moving across multidimensional space which turned out to be really fun and you can easily try at home with a bit of setup. We also make a more technical analysis of the development of the game.

This post is, again, a transcription of another of my projects for the Master’s Program in Game Design & Technology at the University of Gothenburg. In this case, it is a group project made in collaboration with Fausto Iván Zamora Arias, Petra Beczi, Henrik Andersson, Ameya Kanojia and Gabriele Zotti.

Players: 2-3 Expected duration: 30 mins

Continue reading

Infinite runner (Android game)

Some weeks ago I employed a couple of days to make a short game in Unity for Android. The initial idea was just to check if I was able to generate a mesh and use some Perlin noise to modify its height, generating something similar to the floor in Alto’s Adventure. What started as a simple experiment ended being a complete game, with even a system of achievements to try to engage players a bit more.

Continue reading

The Camino to Santiago de Compostela as a game

This is a transcript of an exercise I made for the course in Game Research that I coursed in the University of Gothenburg. The assignment analyses the camino to Santiago de Compostela (a popular pilgrimage inside Europe) making use of tools and concepts from game research, trying  to find what makes people feel engaged into it and why is it “funny”. At the end of the article you can find the original PDF file to download if you prefer to read it that way, the exercise obtained a 5 out of 5.

Continue reading

How programmers play Reversi (part I)

Although initially I was thinking on making just one post about this, it resulted it is a quite long topic in the end, so I decided to break it up into 4 parts:
I. The game
II. The AI
III. The Recursive Neural Network Bank
IV. The data
As long as this blog is starting, I would thank you to share this post if you find my project interesting. Also, any mistake or notation you may want to emphasise in the comments will be welcome, thanks you.


GitHub icon Project GitHub Feel free to check, run and improve the code with pull requests.

Continue reading