After an incredibly popular Kickstarter campaign (Raising $333k – 666% of the initial goal) Blasphemous became the most successful crowdfunded project for a game in Spain. Having returned from Germany after the Dead Island 2 fiasco and coinciding with the convenient fact that The Game Kitchen team was looking for an additional game designer for Blasphemous, I joined their company in July 2017.
When I joined, Blasphemous featured a bunch of pretty basic but solid set of traversal movements and combat mechanics, but with no purpose whatsoever. My job was to give everything a meaning, make exploration and combat fun and engaging, define the level design guidelines and create an interesting and coherent number of interconnected non-linears levels.
Blasphemous will be released in 2019.