I describe in details some important design decisions that I made during the creation of the level Competurn.
I present the level's flow and walkthrough, talk about the players' feedback I received, and more.
I talk about the experiments I did with a new mechanic to allow the player transpose a path, what design decisions worked to lead him to the exit, and how some important events were communicated early in the level.
Interview granted to the newspaper Diário de S. Paulo, a respected local newspapper, on the Talent column.
The main topic was the future professions and I was invited to share my thoughts about my current experience working as Game Designer with serious games (in Portuguese).