I'm a game developer from Buenos Aires, Argentina.

I co-founded Hidden People Club and CASE, also created the 2D Shader Development book series and led Nastycloud's Nubarron.

Input system

Jan 21 2017

Now that I talked about hot-reload and memory architectures, I want to start discussing the subsystems used in the game, starting with the Input system.

Crafting Madness

Jul 14 2014

If you’ve been following Asylum’s development, you already know that the game’s graphics are based on pre-rendered textures projected on top of a cube with inverted normals. Since gouraud shading is avoided in these faces, you have the illusion of...