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Catavento is a indie game development team located in São Paulo, Brasil.
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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.
As much as we enjoyed working with Kelvin, we’ve had a few changes in our team dynamics, and this new project was meant to reflect the new stew of ideas we had in our hands.

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…
We are glad to show our very first gameplay demonstration video for String Along:

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 can take over the world have grown as a game developer team.

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:

Apresentação

Construct Classic 1.2

Protótipos de Spore

Documento de design de GTA

Documento de design de Metal Gear Solid 2

Documento de design de Planescape: Torment

Documento de design de Grim Fandango

Documento de design de Bioshock




    
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