Videogame

Pawsome Match!

This was my first project at 3 Little Berkana and also my first project as a profesional Game Designer. Pawsome!

Year :

2025

Industry :

Videogames

Client :

Tactile Games

Project Duration :

4 weeks

Problems:

We had free creativity for this project, since it was my first professional project, I had to figure out how to coordinate the team on a game development of max 2 months (My previos experience was on Game Jam's, only 1 of a month, and a personal project), make clear documentations, balance the game, design my first full mobile project and make a first game that fits with the scope and the expected quality and innovation.


Main Problems:


  1. Non-conventional Level Design: I had to make an specific spreadsheet for level design that I never made, if not, it would be impossible to keep track and balance all the levels.

  2. Improve my Technical Documents: My way of documentations was clear, but I felt that I can do it better.

  3. Team Comunication: It wasn't a blocker or a significant problem, but I felt that I had to keep more fluid conversations with the teams.

  4. Unnecesary Features: We lost time and had a lot of problem implementing AD's, Notifications and cheats with a console

Solution:

The solution to most of the main problems was learn from the mistakes and not repeat them on future projects.


Main Problem Solutions:


  1. Non-conventional Level Design: I made a Level Design spreadsheet from scratch, I never made that before and I didn't had any references, with this I learned to take my time to make a model sheet and when I know that it works, leave the model in blank and make the modifications on new sheets of the same document.

  2. Improve my Technical Documents: I took english classes and, on my free time at home or the office, I developed a GDD Template with the general sections, this template saved me a lot of time on future projects.

  3. Team Comunication: Making a retrospective I saw that I need a more fluid conversation with my team members, this time maybe it wasn't a huge problem, but if I had to work with bigger projects or bigger teams I would need more comunication but not being annoying.

  4. Unnecesary Features: I simply learned that an AD system come after the main game is finished, same with notifications.

Summary :

It was a very nice first experience as Game Designer on an enterprise, very challenging and full of learning that I used on the future projects.

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Videogame

Pawsome Match!

This was my first project at 3 Little Berkana and also my first project as a profesional Game Designer. Pawsome!

Year :

2025

Industry :

Videogames

Client :

Tactile Games

Project Duration :

4 weeks

Problems:

We had free creativity for this project, since it was my first professional project, I had to figure out how to coordinate the team on a game development of max 2 months (My previos experience was on Game Jam's, only 1 of a month, and a personal project), make clear documentations, balance the game, design my first full mobile project and make a first game that fits with the scope and the expected quality and innovation.


Main Problems:


  1. Non-conventional Level Design: I had to make an specific spreadsheet for level design that I never made, if not, it would be impossible to keep track and balance all the levels.

  2. Improve my Technical Documents: My way of documentations was clear, but I felt that I can do it better.

  3. Team Comunication: It wasn't a blocker or a significant problem, but I felt that I had to keep more fluid conversations with the teams.

  4. Unnecesary Features: We lost time and had a lot of problem implementing AD's, Notifications and cheats with a console

Solution:

The solution to most of the main problems was learn from the mistakes and not repeat them on future projects.


Main Problem Solutions:


  1. Non-conventional Level Design: I made a Level Design spreadsheet from scratch, I never made that before and I didn't had any references, with this I learned to take my time to make a model sheet and when I know that it works, leave the model in blank and make the modifications on new sheets of the same document.

  2. Improve my Technical Documents: I took english classes and, on my free time at home or the office, I developed a GDD Template with the general sections, this template saved me a lot of time on future projects.

  3. Team Comunication: Making a retrospective I saw that I need a more fluid conversation with my team members, this time maybe it wasn't a huge problem, but if I had to work with bigger projects or bigger teams I would need more comunication but not being annoying.

  4. Unnecesary Features: I simply learned that an AD system come after the main game is finished, same with notifications.

Summary :

It was a very nice first experience as Game Designer on an enterprise, very challenging and full of learning that I used on the future projects.

More Projects

New release

Preview

Videogame

Pawsome Match!

This was my first project at 3 Little Berkana and also my first project as a profesional Game Designer. Pawsome!

Year :

2025

Industry :

Videogames

Client :

Tactile Games

Project Duration :

4 weeks

Problems:

We had free creativity for this project, since it was my first professional project, I had to figure out how to coordinate the team on a game development of max 2 months (My previos experience was on Game Jam's, only 1 of a month, and a personal project), make clear documentations, balance the game, design my first full mobile project and make a first game that fits with the scope and the expected quality and innovation.


Main Problems:


  1. Non-conventional Level Design: I had to make an specific spreadsheet for level design that I never made, if not, it would be impossible to keep track and balance all the levels.

  2. Improve my Technical Documents: My way of documentations was clear, but I felt that I can do it better.

  3. Team Comunication: It wasn't a blocker or a significant problem, but I felt that I had to keep more fluid conversations with the teams.

  4. Unnecesary Features: We lost time and had a lot of problem implementing AD's, Notifications and cheats with a console

Solution:

The solution to most of the main problems was learn from the mistakes and not repeat them on future projects.


Main Problem Solutions:


  1. Non-conventional Level Design: I made a Level Design spreadsheet from scratch, I never made that before and I didn't had any references, with this I learned to take my time to make a model sheet and when I know that it works, leave the model in blank and make the modifications on new sheets of the same document.

  2. Improve my Technical Documents: I took english classes and, on my free time at home or the office, I developed a GDD Template with the general sections, this template saved me a lot of time on future projects.

  3. Team Comunication: Making a retrospective I saw that I need a more fluid conversation with my team members, this time maybe it wasn't a huge problem, but if I had to work with bigger projects or bigger teams I would need more comunication but not being annoying.

  4. Unnecesary Features: I simply learned that an AD system come after the main game is finished, same with notifications.

Summary :

It was a very nice first experience as Game Designer on an enterprise, very challenging and full of learning that I used on the future projects.

More Projects

New release

Preview

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