Gisela García 🌸

@giselapixel.bsky.social

Game Designer🎮 💡Fantasy Writer 🖋️🌹Currently studying at ESAT✨ Working on @insidethecrowsnest.bsky.social 💌gisela.creativeworks@gmail.com 📍Valencia, Spain

For our survival horror game, we're implementing a Fresnel material to highlight pickups🕯️ Since items in this genre usually don’t stand out much, exploration is key We’ve added a soft blinking effect (still being fine-tuned), to help players identify pickups Made in @ESAT_Valencia #gamedev #ue5

Odyssey Narrative Game –Dev Update! I was about to release it… but decided to take it one step further. To deepen player engagement, Odi’s perception will now shift based on your choices. This means the story changes depending on how he sees things — not just what happens. #GameDev #IndieDev

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Library level design #06 This is the dressing process for the Relic Room in our survival horror game 💎 In this area, the player can find a clue and an item needed to solve the zone puzzle While exploring, they'll also have to overcome a few challenges. 🐦‍⬛ Made in @ESAT_Valencia #gamedev #ue5

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🎮 If you saw my recent post about animations, don’t miss this one! It’s a ✍️ clear, well-explained guide that dives into the key details of ⚔️ combat animation design — perfect for achieving a polished, professional feel in your game's combat. #GameDev #IndieDev #IndieGameDev

William Herrera@williamherrera.bsky.social · last yr.

We’ve hit a classic dev issue lately: enemy feedback isn’t clear enough. To tackle it, I found this great breakdown of Dark Souls 3: 👉 www.gamedeveloper.com/game-platfor... It explains how to clearly signal enemy intent before, during, and after an attack. Sharing it in case it helps others too.

I’d like to share with you a layout glimpse of the level I’m designing for the game we’re developing: Elysian Siege.🛠️ This is the layout stage, a 2D view used to plan the full flow of the level. At this point, I was focusing on pacing, player choices, and elements placement. #Gamedev #leveldesign

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