After 1 Year of Release!


Experience in the development of the Aquarium Travels videogame.

The development of this videogame was not easy, it started with a simple concept of a videogame for mobile devices, at the beginning it was going to be a quick development, 4 months, maybe 6.

But with the passing of those first months in development, I expanded the general idea of the project, more levels, more environments. In the first year Aquarium would only have 3 environments and 45 levels, which quickly became too repetitive, I cut the levels repeatedly until I reached the final version that is now the video game with a path of 12 unique and different environments, having only 15 levels, adding the cinematic story, the unique enemies and a carefully modeled interface and custom designed.

The experience was improving significantly over time, as an independent developer and without support or investment on several occasions I had to stop development for weeks or months, this extended the process but also helped to have fresh ideas and the main goal.

When I got bored of programming mechanics and fixing bugs, I started modeling 3d objects and Assets, Animations, composing the environments, and when I got bored of this part, I went back to programming, this is how I managed the workflow during the almost 3 years of development.

While the video game was coming to the end, it looked very good and the gameplay was improving, but something important was missing, the soundtrack, it was difficult to find a composer who could adapt to the type of work needed for the soundtrack of the video game, after many talks, samples and people interested in collaborating in the project I found the Venezuelan composer José Neumann who was the composer of the entire soundtrack of the video game, music which is dynamic according to the situation that happens on screen, a great job.

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