Working at Glyptodon and subsequently having games published by the studio has been a stroke of luck and a privilege, allowing me to see both sides of the coin: how the company operates from the inside, working with an author’s concept, and being the author placing my work into the studio’s hands for development. I believe that having worked on other people’s games gave me the peace of mind to present my own, knowing that my ideas would be valued, respected, and always brought down to reality. I never felt decisions were baseless; they always had some foundation in the immense experience of Diego and everyone else there, contributing positively to the game.
I always felt the studio looked at the game and tried to identify the best opportunities within development, thinking about how we could incorporate something new to elevate the game or the product, a component that would transform the experience or improve table presence. A component that would make sense, integrate well, and help bridge the gap between theme and mechanics. I felt the studio and Diego were always frank and honest. I always felt that suggestions were well-placed, and there were also moments when the studio asked the author for help: ‘Look, we have this doubt, we’re thinking about this… would it be better to go this way or that way? As the author, how do you see this being done?’ So, I think it’s really cool, I never felt anything was imposed on me. Any change, no matter how simple, I was informed about, and the team would ask how it should be implemented, so I always felt there was this exchange. Both ways: whether the idea was mine for my games, or when the games belonged to other authors





