How it started. Part 2.

In my case, I have never been to a film or video game school, so designing unmemory is, above all, an act of courage. Or unconsciousness, depending on how you look at it. I had never designed a game or written a book before. Well, that’s not entirely true. Although I hadn’t written a book, I had written a few advertising commercials. And I had also designed “games”. For example, many years ago, to launch a rum with pirate imagery called Orbucán, we designed a real treasure hunt. People had to discover the clues in print ads to find it. We also designed a geocaching game and some online advergames for the launch of some PlayStation games. The truth is that we had never done anything as serious as a unmemory.


The closest I got to making a game was with an idea of ​​geolocated combat. It was called Mattachine and it was a game based on the story of a war between time travelers and aliens. It was designed for mobile: it determined by your fingerprint whether you were a traveler or an alien and from that moment on you had to fight to finish off the enemy. Your device detected other devices and automatically sent an attack warning, an invitation to a duel. The idea may or may not have been good. The fact is that a few months after thinking about the development, Ingress appeared. And then Pokémon Go. So we decided it was best to quit.

In short, I start designing unmemory with much more desire and passion than experience. And there are two things that help me from the first moment:

First, think that unmemory doesn’t have to be the best game (or book) ever. It might be a necessary step to learn about the industry but also to discover if I have the skills and if it makes sense to dedicate myself to it. That takes away tons of anxiety and fear. To this day, I still sometimes remind myself of it: even if unmemory is not be as good as it could, it is totally worth the effort, just because of what you learn in the process.

The second thing that relieves me, is admitting that I don’t have to do it alone. Maybe because all these years of developing complex advertising campaigns, I’ve come to learn that if you surround yourself with a good team you can undertake more ambitious projects. At the beginning I feel sort of ashamed admitting that I’ve never made video games. But soon I observe, it is a stimulus to find the best team with which to make a unmemory come true.