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Catavento is a indie game development team located in São Paulo, Brasil. We hope you enjoy our work. If you have anything you'd like to share, please contact us! Latest News
Congratulations, Pedro!
May 14, 2012 Ludum Dare, as some of you may know, is a pretty tough challenge. Making a game in 48 hours straight is hard enough, let alone making a game alone. But one man here decided to eat tough challenges for breakfast that fated weekend.
The rest my friends, is history. You should also check Planet 161, in case you haven’t. Congrats, Pedro Câmara, for your awesome performance at Ludum Dare! ![]() Opening the curtains for String Along April 23, 2012 Back at early 2012, we realized that a new, “big”, Catavento project was due. This was the context in which we started pre-development. The new project started playing around with “perspective” as a core mechanic of the gameplay. We turned our eyes to the “parallax scrolling” technique used in many 2D games to simulate a 3D environment, using 2D images as “layers”. What if those layers had more than decoration value to a game? And after almost 4 months… Hopefully a (good) playable demo will be available soon! ![]() Miniboss’ Out There Somewhere February 19, 2012 Take your retro gaming spirit out of the shoebox and dust it well, because after almost 20 years it’ll finally see some new action with Miniboss’ new game Out There Somewhere! We are having a hell of a time with our exclusive preview. (photo taken by Hiroto Yoshioka) If you don’t happen to keep your old console around, you can also join the fun on the PC. ![]() Our Global Game Jam 2012 Wrap-up January 31, 2012 So the great event called Global Game Jam has ended, and we got out of there feeling like we Those days sometimes felt like a reunion for old friends. We met with Miniboss, TawStudio, Vortex, a lot of the guys we’ve met before during game events (We missed you, Aduge!). So it did not came out as a gigantic surprise when people was freely sharing cookies, beverages and curry rice. And game developing tips, of course! Learning from the other Jams we participated, we came prepared: bringing better food to eat, cooking utensils, sleeping apparel… The “good food” thing was kind of a big deal for us. And it really helped lift some spirit at the worst moments. But the real growth we experienced was with making our game, Viktor the Nth. We were absolutely efficient. The brainstorm was enriching and fair. The making was chalenging but didn’t felt overwhelming (everyone was so confident in their habilities!). It was quite different from…say…the Kelvin development time. An amazing experience, I say. But that’s just our side of the story! Go check out Kotaku Brasil’s take on the experience (portuguese only, sorry folks)
![]() 14º Semana da Computação September 23, 2011 Links relacionados ao workshop “Introdução ao Game Design” na SemComp14: Protótipos de Spore ![]() |
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