Alejandro Cámara
Games
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.
Remake in Rust of BENEATH the SURFACE; the game I made for the 29th edition of Ludum Dare.
Can't be described without spoiling it! Discover what to do in this game made for the js13k game jam in 2020!
Throw the perfect party by moving your friends from one area to the next! Made in Unity in 48 hours for the Ludum Dare 40.
Mini interactive experience about LGBT harassment and how we can avoid it. Made in a couple of months of my free time in collaboration with Aitor Villafranca.
Game about chilling and drawing a map of a stranded island. Made in Unity in 48 hours for the Slow Game Jam 2017 in collaboration with Matt Newcombe and Danette Beatty.
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.
This game was designed and implemented during the 72 hours of the jam of the 25th edition of Ludum Dare. It is an
This game was designed and implemented during the month of November 2012 for the GitHub Game Off competition. You are a tree that have to pick up water and salt in order to grow according to your rules.
This game was designed and implemented during the 72 hours of the jam of the 23rd edition of Ludum Dare. It is a Shoot'em Up in which you will have to defeat evil muon. It has been made in collaboration with David Cámara Iglesias.
Project developed during the Global Game Jam 2012 in Madrid. It has been made in collaboration with David Fernández Huerta and Manuel Rosado García. It is not finished for obvious reasons, but it was extra challenging since I had never used Flash before this Jam.
My first complete game! It has ben made during the 48 hours of the 22nd edition of Ludum Dare. I could improve it (had extensive comments and suggestions), but I don't want to lose the purity of unpolished work (meh, just an excuse.)
Learning
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.
Tetris clone programmed in C++ using SFML. Besides the row elimination from classical tetris, there is also three-in-line elimination.
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 © 2010-2020 All rights reserved
Latest update: December 27th, 2020