William Herrera

@williamherrera.bsky.social

I'm a Martial Artist 🐉 and Game Designer.🎮 Currently living in Valencia. Student at ESAT. Working on Elysian Siege.

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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Games talk to players. Through sound, lights, animations, movement, even silence — everything is feedback. Good feedback means the player always knows: ✅ What just happened ✅ What it meant ✅ What they can do next That’s what we’re working on now. Making the world respond. #GameDev #IndieDev

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.

Anatomy of an Enemy Attack in Dark Souls 3

This article analyzes how Dark Souls 3 achieves combat clarity and fairness by breaking down an enemy attack and applying the interaction model. Moreover, it also tries to establish a framework for co...

gamedeveloper.com

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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