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Game Designer / Artistic Director

Nicola ZACCHEDDU

Delighted to meet you !

This is Nicola,  the one-man band behind the Daggerklimt Project.

Artist by soul and trade (graduate from the Master of Letters and Literary Creation in Le Havre), I started this project in the spring of 2023, on May 24 to be exact. Having always been fascinated by this protean medium that is video games, I very early enjoyed installing various creative software on my computer, in order to see if I could replicate the pleasure I felt while traveling through all these wonderful worlds; these exhilarating sensations, these captivating melodies and these lives of imaginary characters, whose pixels  - sometimes more hideous than Quasimodo! -  nevertheless expressed a human depth worthy of great social studies, hidden under the cloak of entertainment.

 

A depth sometimes slipped between the words, exactly like in poetry, the other great love of my career.

If all my aborted projects on RPG Maker never even saw the light of a forum, I still retained the imperishable taste of being self-taught. The older I got, the more interested I was in behind the scenes, in the creative process: from conception to distribution. From the fundamentals of game design to marketing strategies, including the study of psychological profiles and their reward circuit, applied to players.

 

But despite this accumulation of knowledge, I had not yet found an angle or a tool to build something viable. 

It was only this year, after having already started experimenting with AI graphic creation during 2022, that I was able to find a way to harness this technological revolution to serve my artistic universe, and in particular of my childhood dream: video games. 

Video games, this art "for the masses", can also be an art of silence, doubt, discovery, and aesthetic shock. Asking whether video games are art is a waste of time. In itself, it is only a medium. The art object is then born from the work of the artist.

It is with this perspective that I work on Daggerklimt. It's an ambitious game, even though the expression of its gameplay may seem small. But I'm counting on it. With joy and good humor, I will give everything to build unexpected poetry in this interstice.

The discovery of the RPG Developer BAKIN game engine finally gave me access to a tool adapted to my way of working. Powerful, flexible enough not to restrict creativity and a haven for a community of enthusiasts, for whom mutual aid is a cardinal value. In a few months, I was able to transform a good amount of theoretical knowledge into real skills: efficient workflow in the production of graphic assets and their integration into the software, 3D modeling, "event logic", general mastery of the BAKIN software and its subtleties. 

A prototype is already playable, and it's getting thicker day by day.

And I can't wait to tell you what's next!

nzaccheddu@yahoo.fr

 

(All images of the game and the site are produced under DREAM, by Wombo.)

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