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Rui Silva

@ruisilvagamedesign.bsky.social
691 followers 1.1K following 411 posts

Game Designer. London-based. Check out my portfolio: ruilsilva.wixsite.com/ruisilvagamed…

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Rui Silva @ruisilvagamedesign.bsky.social · 19/09/2026
I've been thinking of using level design to make the player feel small, such as for a horror game. After looking through my photos for inspiration, I found these give a similar effect. I'd like to look into this concept more and find existing examples in games. #indiedev #gamedev
A tall ceiling in a church, with the only natural light coming from high above the player. A tall narrow silhouette of a spire that breaks up the sky.An image of a church tower. It's not as dark as the other images but it still creates feelings of being small in comparison to your surroundings.
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Rui Silva @ruisilvagamedesign.bsky.social · 05/09/2026
It’s been 3 months to the week since I published Reboot. I greatly enjoyed working on the game, and it’s been lovely this week looking back on the many iterations I worked through. The project taught me a lot about game feel and lighting in Unreal Engine 5. #indiedev #gamedev #screenshotsaturday
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Rui Silva @ruisilvagamedesign.bsky.social · 05/09/2026
It’s been 3 months to the week since I published Reboot. I greatly enjoyed working on the game, and it’s been lovely this week looking back on the many iterations I worked through. The project taught me a lot about game feel and lighting in Unreal Engine 5. #indiedev #gamedev #screenshotsaturday
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Rui Silva @ruisilvagamedesign.bsky.social · 29/08/2026
As For Honor is nearly 10 years old, I wanted to try creating a one-page game design that added a new angle of player engagement. I’ve designed a system that relates to recent performances instead of solely your overall level. Give it a read below! #indiedev #gamedev
A one page game design document discussing how For Honor could utilise a win streak counter to communicate how players have been performing recently rather than going off of their overall skill level, which any player can reach given enough time.
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Rui Silva @ruisilvagamedesign.bsky.social · 29/08/2026
As For Honor is nearly 10 years old, I wanted to try creating a one-page game design that added a new angle of player engagement. I’ve designed a system that relates to recent performances instead of solely your overall level. Give it a read below! #indiedev #gamedev
A one page game design document discussing how For Honor could utilise a win streak counter to communicate how players have been performing recently rather than going off of their overall skill level, which any player can reach given enough time.
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Rui Silva @ruisilvagamedesign.bsky.social · 22/08/2026
I’ve been looking at how Darkwood and Project Zomboid’s camera perspectives create fear within the player this week. Read more below! #indiedev #gamedev
Discussing the two games. How each game restricts the player’s field of vision. How the player can build an understanding of the space that the game then rips away from them. Summarising the points about the field of vision and building a mental model of the environment.
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Rui Silva @ruisilvagamedesign.bsky.social · 15/08/2026
A bit of a random post this week, but I’ve been interested in the use of fixed cameras outside of technical limitations. I’ve compared two games that come from completely different genres to understand how such cameras can create unique player experiences. #indiedev #gamedev
Introducing Resident Evil and Rainbow Six Siege.What are the effects of Resident Evil’s famous fixed cameras on the player experience?How does the CCTV aspect of Rainbow Six Siege compare to Resident Evil? I discuss how it can make the player feel safe to have cameras, but also can lead to a sense of dread if the cameras are destroyed.Comparing the two games and their effects and looking at what player vicinity may have to do with it all.
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Rui Silva @ruisilvagamedesign.bsky.social · 08/08/2026
How do multiplayer games grow player skill both individually and when part of a team? I looked at this question in relation to Rocket League, borrowing concepts from flow theory. Below is only a short discussion, but one I’d like to explore further. #indiedev #gamedev
Introducing the concepts of differentiation and integration. How differentiation shows itself in a game of Rocket League. The importance of integration when playing a team-based game.
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Rui Silva @ruisilvagamedesign.bsky.social · 01/08/2026
I’ve recently designed an addition to Chivalry 2 where players can damage the ground, slowing down movement and user action. The space then becomes a new aspect the player can have agency over, making every battlefield a new challenge. Read more below! #indiedev #gamedev
Introducing the concept of ruined ground and describing how it would operate. Discussing the aspects of an item that can negate ruined ground called planks. The image also discusses how many points engineers should get when damaging ground and the importance of increasing the “out of bounds” area. How to signify to the player what parts of the space are unbreakable and the importance of having such areas.
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Rui Silva @ruisilvagamedesign.bsky.social · 25/07/2026
This week I’ve been looking into how Rainbow Six Siege makes the environment easy to read in fast-paced situations. Let me know what you think! #indiedev #gamedev
An image introducing Rainbow Six Siege and how I will be focusing on one map, called Oregon. Describing the layout of Oregon and the importance of the player being able to read the space. Speaking of how the environment uses colour and lighting to communicate with the player.Using blurred images to reinforce just how legible the environment is. It is clearly readable even when the space is blurry.
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Rui Silva @ruisilvagamedesign.bsky.social · 18/07/2026
I’ve been looking at how Death Stranding makes ladders an engaging, fulfilling part of the player experience this week. If you like the idea of more posts concerning aspects of game design, let me know! #indiedev #gamedev
An image explaining the concept of Death Stranding. Describing the notions of autonomy, relatedness and competence. Looking at autonomy, relatedness and competence in relation to ladders in Death Stranding.
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Rui Silva @ruisilvagamedesign.bsky.social · 18/07/2026
I’ve been looking at how Death Stranding makes ladders an engaging, fulfilling part of the player experience this week. If you like the idea of more posts concerning aspects of game design, let me know! #indiedev #gamedev
An image explaining the concept of Death Stranding. Describing the notions of autonomy, relatedness and competence. Looking at autonomy, relatedness and competence in relation to ladders in Death Stranding.
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Rui Silva @ruisilvagamedesign.bsky.social · 09/07/2026
I've been trying to spend time learning more about drawing. It's hard and requires a lot of patience, but it definitely has been helping me unwind. #indiedev #gamedev
2 pages showing some practice of primitive shapes and perspective. I can see how I can improve further but it's a good start. I lile spending drawing castles and forts, with this image showing some examples.
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Rui Silva @ruisilvagamedesign.bsky.social · 04/07/2026
I’ve spent this week re-reading my notes on aspects such as signifiers and affordances, so though it might be valuable to repost an older piece of my work. It’s short, but discusses topics that extend across a large number of games. #indiedev #gamedev
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Rui Silva @ruisilvagamedesign.bsky.social · 30/06/2026
The below video shows the importance of game feel when designing. From recoil to the weight of the gun when walking, it was vital that the feel of the game grew alongside other aspects that affect the player experience, such as visual aesthetics and auditory feedback. #indiedev #gamedev
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Rui Silva @ruisilvagamedesign.bsky.social · 30/06/2026
The below video shows the importance of game feel when designing. From recoil to the weight of the gun when walking, it was vital that the feel of the game grew alongside other aspects that affect the player experience, such as visual aesthetics and auditory feedback. #indiedev #gamedev
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Rui Silva @ruisilvagamedesign.bsky.social · 27/06/2026
I’ve been looking at how Rainbow 6 Siege makes the environment immediately clear to the player. While I continue drafting ideas on Miro, you can view blurred images of the game below that show just how easy it is to recognise your surroundings. #indiedev #gamedev
Part of a Miro board diving into the level design behind Rainbow Six Siege. A blurred image showing how, even when blurred, it is easy to spot the grey area at the back of the corridor. Another image, from the same corridor, showing how an amber ceiling light immediately signifies to the player that they are peeking into a different room. A slightly harder example, that nonetheless shows a small blue object breaking up the yellow walls, helping the player instantly identify the end of the corridor.
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Rui Silva @ruisilvagamedesign.bsky.social · 23/06/2026
Some of the behind-the-scenes of how I design. Using Miro, I've crafted a board over time that holds all of my notes relating to player engagement. Whenever I have an issue in my design, I'll utilise this board to understand the root problem and how best to overcome it. #gamedev #indiedev
An overall look at the board. It is too zoomed out to read anything, but gives an idea of the scale. Part of the board focusing on autonomy, relatedness and competence. Discussing concepts the book "The Design of Everyday Things" by Donald A. Norman.  Discussing types of decision scopes and examples in gameplay. From the book "Designing Games" by Tynan Sylvester.
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Rui Silva @ruisilvagamedesign.bsky.social · 20/06/2026
You can see another example here of how the environment still flashes different colours even when it looks nothing like the images in the previous post. This also creates a smoother experience when prototyping new levels in engine. #indiedev #gamedev #screenshotsaturday
The environment when you load into a level, highlighting pink. The usual environment while you fight, with the periphery being coloured in white. The environment flashes red when you get shot, as seen in this image. When you win a level, everything turns to green to reinforce to the player they have succeeded.
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Rui Silva @ruisilvagamedesign.bsky.social · 16/06/2026
A Forza Horizon 6 level I've been working on, with a focus on offroading and travelling through different environments. #gamedev #indiedev
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Rui Silva @ruisilvagamedesign.bsky.social · 13/06/2026
Comparing some of the original drafts of Reboot to how it looks now. It was a long journey, but one I'm very happy to have made. #gamedev #indiedev #screenshotsaturday
The original sketches of what the game will look like. It's got an outdated colour but the core gameplay kept intact. Two pages. The first one discussing how to best utilise colour in the game. The second prototyping different level designs. The game now, showing the isometric planning view as planned in the first image, except you can now fly around the entire level. The FPS part of the gameplay now, showing red lasers firing from enemy guns.
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Rui Silva @ruisilvagamedesign.bsky.social · 09/06/2026
I've been looking at using Euler diagrams, a cousin of Venn diagrams, to map game design qualities that can't wholly be represent by numbers alone. The slides below discuss how you can use this kind of diagram, with examples of existing games. #indiedev #gamedev
An introduction to Euler diagrams with an example of common hot drinks. How you can map the supernatural abilities onto one clean diagram. You can then see the unique player experiences provided by each ability. How Need For Speed Hot Pursuit Remastered can be mapped using Euler diagrams. You are able to understand where the abilities are similar and how create diverse player experiences.
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Rui Silva @ruisilvagamedesign.bsky.social · 06/06/2026
Some last-minute iteration to a level in Reboot. After some player testing, I realised it was far too easy to flank the enemies by moving cargo containers. Now, the player can flank a couple of enemies, but will still have to face the majority head on. #indiedev #gamedev #screenshotsaturday
The old level. The back wall is flat, meaning once the player clears the central row, they can easily flank everyone else and overcome the level unchallenged. 
Another angle. If the player moves the end cargo containers, they are behind every enemy. 
The new layout, showing the back wall protruding more than before. 
Another view of the new level. The new back wall creates a challenge more in line with what the player would expect at this stage of the game.
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Rui Silva @ruisilvagamedesign.bsky.social · 02/06/2026
I’ve posted a prototype of Reboot on itch. It’s only 10 levels, taking about half an hour. Feel free to give it a play! #indiedev #gamedev
ruilsilva.itch.io
Reboot by Rui Silva
Shape your environment, shoot your enemies.
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Rui Silva @ruisilvagamedesign.bsky.social · 02/06/2026
I’ve posted a prototype of Reboot on itch. It’s only 10 levels, taking about half an hour. Feel free to give it a play! #indiedev #gamedev
ruilsilva.itch.io
Reboot by Rui Silva
Shape your environment, shoot your enemies.
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Rui Silva @ruisilvagamedesign.bsky.social · 01/06/2026
I've kept this screenshot from Pentiment on my desktop for the past 3 years, almost to the day. It serves as a strong reminder for the importance of video games and the way they can affect developers and players alike. #indiedev #gamedev
A screenshot from the game Pentiment with the quote "Art is illusion, storytelling, but in their most sublime form, these images illuminate a path to truth".
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Rui Silva @ruisilvagamedesign.bsky.social · 30/05/2026
The ease of use when trying to alter the environment in a level. You can select what object you want to set as the environment and the space will reflect this change instantly. This especially helps when transforming levels from a greybox to a decorated area. #indiedev #gamedev #screenshotsaturday
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Rui Silva @ruisilvagamedesign.bsky.social · 26/05/2026
I've been spending my free time getting used to the Forza Horizon 6 level editor. It's great fun to use and it's exciting trying to find what parts of the map best suit your level design! #indiedev #gamedev
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Rui Silva @ruisilvagamedesign.bsky.social · 26/05/2026
I've been spending my free time getting used to the Forza Horizon 6 level editor. It's great fun to use and it's exciting trying to find what parts of the map best suit your level design! #indiedev #gamedev
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Rui Silva @ruisilvagamedesign.bsky.social · 23/05/2026
The different colours the wall can change to and what they represent. Rather than extending the UI, the walls signal many different events. From creating a smoother load in to signifying player health, they allow me to keep much of the gameplay diegetic. #indiedev #gamedev #screenshotsaturday
An image of the level while it is loading in. Pink is used to create a feel that the simulation is “loading” or booting up. The walls are usually white to add to the feel that the game is set in a simulation. The pristine walls also make other aspects of the game easier to spot, such as enemies (red) and movable objects (black). Walls flash red when the player is shot, as seen in this screenshot. Green walls signify when the player has completed a level. The UI tells the players how many stars they received, this screenshot was taken before the gold stars had appeared on the screen.
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Rui Silva @ruisilvagamedesign.bsky.social · 23/05/2026
The different colours the wall can change to and what they represent. Rather than extending the UI, the walls signal many different events. From creating a smoother load in to signifying player health, they allow me to keep much of the gameplay diegetic. #indiedev #gamedev #screenshotsaturday
An image of the level while it is loading in. Pink is used to create a feel that the simulation is “loading” or booting up. The walls are usually white to add to the feel that the game is set in a simulation. The pristine walls also make other aspects of the game easier to spot, such as enemies (red) and movable objects (black). Walls flash red when the player is shot, as seen in this screenshot. Green walls signify when the player has completed a level. The UI tells the players how many stars they received, this screenshot was taken before the gold stars had appeared on the screen.
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16 BIT NIGHTS @16bitnights.bsky.social · 21/05/2026
Interface Minimalistic style, hlografic glitch, TW fuzz effect, additional effects, minimal color palette. Let's go full #scifi 👽 #indiegame
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Rui Silva @ruisilvagamedesign.bsky.social · 19/05/2026
I spent this morning playing Forza Horizon 6 and playing around in it's photo mode. The game feels great so far! #indiedev #gamedev
A red Porsche flanked by grey cars during a race.  A close-up of a Porsche leading the race. Two cars on the road, one steering out of the way.
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Rui Silva @ruisilvagamedesign.bsky.social · 19/05/2026
I spent this morning playing Forza Horizon 6 and playing around in it's photo mode. The game feels great so far! #indiedev #gamedev
A red Porsche flanked by grey cars during a race.  A close-up of a Porsche leading the race. Two cars on the road, one steering out of the way.
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Rui Silva @ruisilvagamedesign.bsky.social · 16/05/2026
The code behind how I diegetically signify player health. I tie small particles to the player mesh and make their size dependent upon the percentage of player health left. The lower the player health, the larger the particles. #indiedev #gamedev #screenshotsaturday
A screenshot of the programming behind setting the particles that are tied to the player. The code is further annotated for clarity. 
When the player has taken no damage, the particles are not visible, as seen here. 
A picture of the particles the first time the player is shot. Small red dots appear on the player’s arms, showing that their health has decreased. 
A picture of the particles after the player has been shot several times. They are now larger, making it more noticeable to the player that their health is low.
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Rui Silva @ruisilvagamedesign.bsky.social · 16/05/2026
The code behind how I diegetically signify player health. I tie small particles to the player mesh and make their size dependent upon the percentage of player health left. The lower the player health, the larger the particles. #indiedev #gamedev #screenshotsaturday
A screenshot of the programming behind setting the particles that are tied to the player. The code is further annotated for clarity. 
When the player has taken no damage, the particles are not visible, as seen here. 
A picture of the particles the first time the player is shot. Small red dots appear on the player’s arms, showing that their health has decreased. 
A picture of the particles after the player has been shot several times. They are now larger, making it more noticeable to the player that their health is low.
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Rui Silva @ruisilvagamedesign.bsky.social · 14/05/2026
As one book ends, another begins. It can be hard knowing what to fill the last pages of a notebook with, as they feel strangely more important than the rest. #gamedev #indiedev
On the left, a full notebook open a page discussing the level design of the Rainbow Six: Siege map Oregon. On the right, a new notebook discussing the design behind the supernatural abilities in Dishonored.
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Rui Silva @ruisilvagamedesign.bsky.social · 12/05/2026
I’ve been trying my hand at some level design in Forza Horizon 5 recently. The editor doesn’t allow for terraforming unfortunately, but the design experience has been invaluable. Hopefully I get enough practice before FH6 next week! #gamedev #indiedev
My notebook breaking down parts of the race track I’ve designed and the value of each section to the player experience. One of the moodboards I’ve created, this one relating to the environment surrounding the track. The razors I’ve been using to keep track when balancing my game. They help me with understanding the level design should deliver in a specific level and for what reason.
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Rui Silva @ruisilvagamedesign.bsky.social · 12/05/2026
I’ve been trying my hand at some level design in Forza Horizon 5 recently. The editor doesn’t allow for terraforming unfortunately, but the design experience has been invaluable. Hopefully I get enough practice before FH6 next week! #gamedev #indiedev
My notebook breaking down parts of the race track I’ve designed and the value of each section to the player experience. One of the moodboards I’ve created, this one relating to the environment surrounding the track. The razors I’ve been using to keep track when balancing my game. They help me with understanding the level design should deliver in a specific level and for what reason.
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Reposted by Rui Silva
Rui Silva @ruisilvagamedesign.bsky.social · 09/05/2026
From sketch to engine, the design of this level has mostly kept the same. By creating a small, separate path, the level has a distinct look to the others and requires the player to think through what path of action they want to forge for themselves. #indiedev #gamedev #screenshotsaturday
A sketch of the level, showing the player marked in P and enemies in X. The separate path can be seen near the bottom of the drawing, with two enemies isolated from the rest. 
A top-down look at the level in engine. The general shape has stayed the same, although some objects have been moved and the level isn’t as long.
An overlay of the in-engine picture and the sketch, showing more clearly the iterations that have taken place. 
A picture of the level in the game, showcasing both the main area of action and the side passage the player can approach from the front or from the rear.
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Rui Silva @ruisilvagamedesign.bsky.social · 09/05/2026
From sketch to engine, the design of this level has mostly kept the same. By creating a small, separate path, the level has a distinct look to the others and requires the player to think through what path of action they want to forge for themselves. #indiedev #gamedev #screenshotsaturday
A sketch of the level, showing the player marked in P and enemies in X. The separate path can be seen near the bottom of the drawing, with two enemies isolated from the rest. 
A top-down look at the level in engine. The general shape has stayed the same, although some objects have been moved and the level isn’t as long.
An overlay of the in-engine picture and the sketch, showing more clearly the iterations that have taken place. 
A picture of the level in the game, showcasing both the main area of action and the side passage the player can approach from the front or from the rear.
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Rui Silva @ruisilvagamedesign.bsky.social · 07/05/2026
I recently visited the petrie museum of Egyptian archeology in London recently. It's poignant to see objects from thousands of years ago that are still commonly used, such as combs and necklaces. I'd highly recommend visiting! #gamedev #history
A varied collection of ancient statuettes. A two-sided comb. A faded piece of painted limestone. A collection of necklaces made from different materials.
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Rui Silva @ruisilvagamedesign.bsky.social · 05/05/2026
I have spent most of last week doing playtesting, including this experimental level I first worked on a couple of months ago. It can be hard to truly discern what improvements need to be made, but it is invaluable to do so. #gamedev #indiedev
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Rui Silva @ruisilvagamedesign.bsky.social · 02/05/2026
I have since designed the following level, where players are able to move the bomb to where they like. Both bombs are visible in the camera when the level commences, along with the enemies they can use them against. #indiedev #gamedev #screenshotsaturday
A top down sketch of the level, with the player marked P on the left and enemies with X. Movable objects are black, obstacles are white, and bombs are circles with little spikes. A top-down view in engine. Showing the enemies and their proximity to the bombs the player can use. The view as the player begins the level. They are able to follow their eye along the natural shape of the level to identify the locations of bombs and enemies.
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Rui Silva @ruisilvagamedesign.bsky.social · 28/04/2026
Games I've been playing and what I like about them. #gamedev #indiedev
The height of the buildings surrounding you feels oppressive, but your ability to scale them and look down on your enemies truly makes you feel like the dark assassin you can become. I wish I could say I was better after 10 years of intermittent playing, but the way directional block works and the unique behaviours of every hero makes me always want to come back.  The rush of weaving between racers and tricking the police is unmatched, and the tools you have at your disposal provide a fresh, exciting challenge. The communal orders and the effect your weapons can have against different enemies create a powerful sense of engagement through relatedness and autonomy.
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Rui Silva @ruisilvagamedesign.bsky.social · 25/04/2026
Some greybox level design showcasing a new mechanic. The player can use a bomb that will destroy any enemies nearby, but it must be detonated by hand, blowing up after a countdown. In later levels, the player can also move the object to where they like. #gamedev #indiedev #screenshotsaturday
The first sketch. You can see the shape of the level, the hidden corridor and the placement of the bombs. The greybox from above. Object placement changed slightly when testing out in editor but the level's shape generally stayed the same. An isometric view of the level. Once the wall height has been increased, players won't have a view like this, but it helps with testing. The walls are pink due to a mechanic where they start pink and "load into" being white, which can be seen on other posts of the game.
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Rui Silva @ruisilvagamedesign.bsky.social · 25/04/2026
Some greybox level design showcasing a new mechanic. The player can use a bomb that will destroy any enemies nearby, but it must be detonated by hand, blowing up after a countdown. In later levels, the player can also move the object to where they like. #gamedev #indiedev #screenshotsaturday
The first sketch. You can see the shape of the level, the hidden corridor and the placement of the bombs. The greybox from above. Object placement changed slightly when testing out in editor but the level's shape generally stayed the same. An isometric view of the level. Once the wall height has been increased, players won't have a view like this, but it helps with testing. The walls are pink due to a mechanic where they start pink and "load into" being white, which can be seen on other posts of the game.
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Liam Flannery @liamflannery.bsky.social · 22/04/2026
I quit my corporate job two years ago to make games, and I’ve just released my first game! It's a Windows 95 themed automation game where you make PowerPoint factories. Check out Factory 95 on Steam. #gamedev #indiegame
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Rui Silva @ruisilvagamedesign.bsky.social · 21/04/2026
Recently, I've been looking at how items in the foreground can affect the mood evoked from photos. Similarly, I've looked at how focal points in the distance can stand out against a fairly busy environment that sits closer to the viewer. #gamedev #indiedev
A monastery, with the shadows of an archway crowning the main tower. A shot of Lisbon, featuring a busy foreground of buildings that eventually opens up to a plaza on the river front. A cave, with rocks obscuring the lens and a dark path across the water in the centre of the frame. A palace covered by trees in the foreground, with the Gothic architecture contrasting the nature-filled environment surrounding it.
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Rui Silva @ruisilvagamedesign.bsky.social · 18/04/2026
A bit of a different #screenshotsaturday today. This week I've been working on refining pathfinding and writing notes on design relating to player decision scopes. While different, they both strongly contribute to the player experience! #indiedev #gamedev
The previous pathfinding (highlighted in green) does not "hug" objects that closely, preventing enemies from walking in narrower areas of the map. The new navmesh means enemies can get closer to the player, even if that means having to navigate through tight angles. A board on Miro discussing different decisions the player can make and what effect they have on the experience.
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