So, I decided that the best course of action would be to quit my job, take a demo of the game to the Game Developers Conference in San Francisco in order to get funding and publishing and get everything set up in order to create a Kickstarter campaign in the near future. That’s where our hero and his robot companion rise to face the corrupt powers at the top, and, more importantly, it’s where our game mechanics come in. ![]() The sci-fi world was to be an analogy for our real world, where the rich are living in cities flying overhead while the rest of the folk have to extract minerals from the ground in order to hold the citadel in the air. Beyond that, a good story was also important to us. Together, you must work together in order to make it to the AirCitadel and face off against the establishment. ![]() The elevator pitch for SkyRider & The Journey to the AirCitadel was: you play as a scavenger, jumping, fighting and collecting energy for your drone, while your buddy plays as that drone, making platforms, energy shields and shooting. That’s pretty much how I talked a couple of coworkers into joining this project, some of who are still a part of the team to this day (Damián Fernandez Gomez and Roberto Andriuolo), and we all set off to make SkyRider & the Journey to the AirCitadel during our after hours. As a game designer, managing to program or script a prototype of an idea is an absolute game-changer, because it means that I can start showing what’s in my head from the get-go. ![]() The idea was basically to make a 2-player game where both players had to communicate constantly in order to get ahead, but the controls were simple enough that one person could play as both characters at once if needed. The PitchBack in 2014, while I was working for a French mobile game company, I started making the first prototype for SkyRider using the free game engine Construct 2.
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