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Izel Moctezuma

Technical Artist | Game Designer


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Here you’ll find a varied assortment of game reviews, analyses, tutorials, musings on design, project updates, and relevant observations on life.

GDC 2019: Innovative Controls

One interesting section of GDC I attended that broadened my horizons was the Alt.Control.GDC area at the entrance to the Indie side of the expo. It essentially featured games with alternative control methods beyond just a keyboard or gamepad. While many there would be...

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GDC 2019: Games with a Twist

Today I attended my second Experimental Games Workshop, which is a pretty open-ended showcase of any game that is considered “experimental.” All of the games featured were incredibly intriguing and got a lot of audience engagement, and in the interest of figuring out...

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GDC 2019: A Lesson in Game Demos

I had the honor of being selected to work the Ringling booth this year, demoing my VR thesis game Salamender. It was a valuable experience with several important takeaways, specifically about making an expo-floor game demo, which is arguably different than just making...

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Achieving a Retro Look with Post-Processing

I'm working on a little wizard-themed game for Programming class and since we're limited to kitbashing in terms of art, I thought I'd put some effort into making the game look simple as a style and not as a limitation. I mostly looked back toward old adventure games...

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Racing Level: Concept

For my racing level assignment I was interested in recreating the feeling of exploring the twists and turns of subterranean caverns like the beautiful Cave Without A Name found in my home state of Texas. I thought this would provide an interesting opportunity for both...

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Platformer: Playthrough

Here is the final gameplay video for my platformer project. Since this was an exercise in game design, the visuals won't be taken all the way to the polish phase, but I still think it looks pretty cute and plays pretty fun!

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Platformer: Level Design

Our next project for Game Design class is to create a platformer that begins with a tutorial sequence and then ramps up in difficulty. This is my first pass level design, featuring some notes on the side as to how the mechanics would work and a map of the proposed...

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Starbound Tutorial Level Analysis

Player onboarding is a crucial aspect of getting good buy-in and retention for a game. With that in mind, let's deconstruct Starbound's tutorial level, the layout of which is depicted above. In terms of level layout, one nice thing about platformers is that since they...

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