About

SnowHorse Studios is an entrepreneurship project based in Asunción, Paraguay. Nowadays it is composed by only one person, Marco Brunetti. The goal of the studio is to create games, of different styles, maintaining minimalism, and focusing mostly on gameplay. 

From 2017 to the first half of 2019, the studio was in the planning and learning phase. In August 2019, the first prototype was published on itch.io. This is just the first step, as there are other projects already being developed, so expect more polished games coming out soon.


Background


I started getting interested in computer software when still very young, but could not afford a computer. When I was 15 years old, I assisted a 3 month course of basic computer operating, where I learned the basics of Windows and Office. At 16, I purchased my first computer, and learned a lot about Word and Excel, due to high demands at work.

But I wanted more.

One day at college, my class was presented with a project about robotics, using an arduino microcontroller. After 3 months of work, I presented an automatic nursery garden. The little experience I gained with the arduino language convinced me that programming was what I wanted to do from that moment.

Even with that in mind, I did not know the way to go with programming. I attended computer science class at the university, but web design and database programming did not interest me at all. After a year, I dropped computer science and started attending business administration classes.

In early 2017, I came across the Unity game engine, and it caught my interest. After searching online for some time, I found awesome resources, the Unity community, and great game devs on youtube and other social networks. After discovering all this, I decided that game design was my thing. It is a bit ironic, since I am not that great of a gamer, although I played a bit when young.

It was a challenging stage; I did not know where to start, and did not find the courage to ask in online communities. Another problem I encountered was that game dev is not very common in my country, as even today, there are only two indie studios, although that has been improving in the last 3 years.

After playing around with Unity, and the standard assets, I decided to study, purchased some great books about Unity and game design, that were very useful. I finally started experimenting with C#, and attempting to build my first prototypes.

In november 2018, I took all my free days at work, and started working on a 3D top down plane shooter, similar to 1942, but never finished it. After a few months in the dark, I started another project, a war simulating RPG, but commited one of the most common game dev sins: overscoping. After ditching that project, I started looking up for game jams, and decided to attend two: The weekly game jam at Itch.io, the first week of august, and the Community Game Jam, also at Itch.io, the last week of august. In the first one, I failed miserably, but learned a bit about scope and time management for a jam. When the CGJ started, I already had a few ideas, and with playtesting and opinions of co-workers, I could implement them early, so I arrived to where I am today: submitting my first finished prototype, Escape.

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