There are many online gamedev competitions/jams. You must create a game from scratch before the given deadline. That's a great way to learn and improve your skills. Some of my creations in jams are presented bellow.
Mini interactive experience about the search for the one that completes your soul. Made in 6 hours using Unity from a silly idea I had.
This toy, not so much a game, was developed in C++ during more than a year of my spare time with massive help from José Manuel Cámara Iglesias. It's a sandbox dungeon were you can place your heroes, which are Lua-based AIs. With a basic public interface you can program your heroes to scout, walk, open doors, attack, etc.
This game was designed and implemented during 45 days at the beginning of 2015 in collaboration with Maru Fuentes Pérez. It narrates our lives from our hometowns to 2015. We used this game to tell our friends that we were getting married :)
This game was designed and implemented during the 48 hours of the compo of the 29th edition of Ludum Dare. You are FASCINATED by complex systems. But this one is special. Is more complex and more... attractive? Keep breaking through to discover the truth; not about "the system", but about yourself
This game was designed and implemented during the 48 hours of the compo of the 28th edition of Ludum Dare. You are a teenager that was born with a visual impairment that prevents you seeing more that one colour at a time. Discover what activities you wont be doing because of the disability.
The best way to learn game developing is practicing cloning classic games. The following games have allowed me learning new technologies and improving my gamedev skills.
Light's Out clone for Flash. It's the second test with AS3 and FlashPunk. A bit more serious than the first test.
Pong clone for Flash. First test with AS3 using FlashDevelop and the FlashPunk engine. Just a simple first contact with the Flash SDK workflow.
First 'serious' platformer with complex animations (well, at least more complex than in previous games.)
Arkanoid clone. I don't consider it complete because I would have loved to add more levels, design power-ups, and some enemies.
Alejandro Cámara © 2010-2017 All rights reserved
Latest update: February 13th, 2017