Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 18, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

David Ferriz's Blog

 

Co-founder, Game Designer and Graphic Artist at DevilishGames - Spherical Pixel, a company located in Alicante with more than 18 years of experience in the creation of games for different platforms. The business has created more than 150 video games winning over more than a 100 million players from all over the world.

Actually, the company has two different lines of business. On one hand, educational and advertising games developed on demand through the brand Spherical Pixel and, on the other hand, indie games developed under the umbrella of the brand DevilishGames and self-published through digital platforms such as Google Play, App Store or Steam.

The company has worked with clients, sponsors, and publishers such as BBC, MTV Networks, Spil Games, LaLiga, Tuenti, Movistar, Famosa, Euroleague Basketball, Havas Media, Big Fish Games, King or Armor Games.

The business contains a young team with ample experience in multimedia and digital art development, having an objective to create original, artistic products with a personality to make them reach the greatest number of people possible.

Follow on Twitter: @davidferriz

 

Member Blogs

Posted by David Ferriz on Thu, 13 Sep 2018 10:31:00 EDT in Design, Production, Art, Console/PC, Indie
I have never considered financial limitations as a restraint for creativity, but as an entry point to set up criteria to start working with.


Posted by David Ferriz on Fri, 25 Nov 2016 11:48:00 EST in Art, Indie
Thereís a lot of people who think a retro game is synonimous with pixel art. This is a very usual association I donít agree much because I donít think that size of the pixels or the number of colours define how much retro a game is.


Posted by David Ferriz on Fri, 11 Nov 2016 09:42:00 EST in Design, Art, Console/PC, Indie
To design such a large number of rooms may seem a heavy task (and it is) but thanks to that work we can empathize with the user at every single room.


Posted by David Ferriz on Wed, 02 Nov 2016 06:22:00 EDT in Business/Marketing, Design, Console/PC, Indie
How we approached King Lucas to get that retro feeling.


Posted by David Ferriz on Wed, 19 Oct 2016 09:55:00 EDT in Business/Marketing, Design, Console/PC, Indie
After almost 4 years of development, weíre ready to say that the launching of our most ambitious indie game is really, really close. Today I would like to tell you how King Lucas project was born almost four years ago.