Rui Silva @ruisilvagamedesign.bsky.social · 19/09/2026I'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 1256
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 05/09/2026It’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 1133
Rui Silva @ruisilvagamedesign.bsky.social · 05/09/2026It’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 1133
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 29/08/2026As 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 084
Rui Silva @ruisilvagamedesign.bsky.social · 29/08/2026As 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 084
Rui Silva @ruisilvagamedesign.bsky.social · 22/08/2026I’ve been looking at how Darkwood and Project Zomboid’s camera perspectives create fear within the player this week. Read more below! #indiedev #gamedev 0125
Rui Silva @ruisilvagamedesign.bsky.social · 15/08/2026A 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 1143
Rui Silva @ruisilvagamedesign.bsky.social · 08/08/2026How 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 1103
Rui Silva @ruisilvagamedesign.bsky.social · 01/08/2026I’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 1162
Rui Silva @ruisilvagamedesign.bsky.social · 25/07/2026This 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 083
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 18/07/2026I’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 0194
Rui Silva @ruisilvagamedesign.bsky.social · 18/07/2026I’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 0194
Rui Silva @ruisilvagamedesign.bsky.social · 09/07/2026I'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 0172
Rui Silva @ruisilvagamedesign.bsky.social · 04/07/2026I’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 0110
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 30/06/2026The 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 2214
Rui Silva @ruisilvagamedesign.bsky.social · 30/06/2026The 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 2214
Rui Silva @ruisilvagamedesign.bsky.social · 27/06/2026I’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 092
Rui Silva @ruisilvagamedesign.bsky.social · 23/06/2026Some 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 0172
Rui Silva @ruisilvagamedesign.bsky.social · 20/06/2026You 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 0143
Rui Silva @ruisilvagamedesign.bsky.social · 16/06/2026A Forza Horizon 6 level I've been working on, with a focus on offroading and travelling through different environments. #gamedev #indiedev 150
Rui Silva @ruisilvagamedesign.bsky.social · 13/06/2026Comparing 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 2203
Rui Silva @ruisilvagamedesign.bsky.social · 09/06/2026I'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 0101
Rui Silva @ruisilvagamedesign.bsky.social · 06/06/2026Some 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 0194
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 02/06/2026I’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 #gamedevruilsilva.itch.ioReboot by Rui SilvaShape your environment, shoot your enemies. 1144
Rui Silva @ruisilvagamedesign.bsky.social · 02/06/2026I’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 #gamedevruilsilva.itch.ioReboot by Rui SilvaShape your environment, shoot your enemies. 1144
Rui Silva @ruisilvagamedesign.bsky.social · 01/06/2026I'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 1313
Rui Silva @ruisilvagamedesign.bsky.social · 30/05/2026The 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 0184
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 26/05/2026I'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 0113
Rui Silva @ruisilvagamedesign.bsky.social · 26/05/2026I'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 0113
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 23/05/2026The 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 1244
Rui Silva @ruisilvagamedesign.bsky.social · 23/05/2026The 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 1244
Reposted by Rui Silva16 BIT NIGHTS @16bitnights.bsky.social · 21/05/2026Interface Minimalistic style, hlografic glitch, TW fuzz effect, additional effects, minimal color palette. Let's go full #scifi 👽 #indiegame 073
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 19/05/2026I spent this morning playing Forza Horizon 6 and playing around in it's photo mode. The game feels great so far! #indiedev #gamedev 093
Rui Silva @ruisilvagamedesign.bsky.social · 19/05/2026I spent this morning playing Forza Horizon 6 and playing around in it's photo mode. The game feels great so far! #indiedev #gamedev 093
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 16/05/2026The 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 1225
Rui Silva @ruisilvagamedesign.bsky.social · 16/05/2026The 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 1225
Rui Silva @ruisilvagamedesign.bsky.social · 14/05/2026As 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 1112
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 12/05/2026I’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 0103
Rui Silva @ruisilvagamedesign.bsky.social · 12/05/2026I’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 0103
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 09/05/2026From 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 0205
Rui Silva @ruisilvagamedesign.bsky.social · 09/05/2026From 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 0205
Rui Silva @ruisilvagamedesign.bsky.social · 07/05/2026I 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 0102
Rui Silva @ruisilvagamedesign.bsky.social · 05/05/2026I 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 1303
Rui Silva @ruisilvagamedesign.bsky.social · 02/05/2026I 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 0162
Rui Silva @ruisilvagamedesign.bsky.social · 28/04/2026Games I've been playing and what I like about them. #gamedev #indiedev 0172
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 25/04/2026Some 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 1184
Rui Silva @ruisilvagamedesign.bsky.social · 25/04/2026Some 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 1184
Reposted by Rui SilvaLiam Flannery @liamflannery.bsky.social · 22/04/2026I 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 10378126
Rui Silva @ruisilvagamedesign.bsky.social · 21/04/2026Recently, 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 0122
Reposted by Rui SilvaRui Silva @ruisilvagamedesign.bsky.social · 18/04/2026A 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 0134