Creativity in action

When we analyze a painting, it is possible to feel everything that composes it—the choice of colors, shapes, elements, characters, and especially the focal point, which guides the viewer’s attention. All of this is done by the artist, in this case, the painter, who decides whether a particular color should be used or discarded, which techniques to employ, and much more, shaping the composition of the artwork until it is ready to be appreciated.  

In the case of games, the same level of work and care exists, and in many development studios, this is called Creative Direction. It is the role of a creative director to shape the game, defining and limiting what it will be—whether by mixing, composing, or adding personality to its elements. Everything that happens in a game is either defined by this direction or implemented through it.  

In our game, the creative direction is led by Ohanna Martins Pagani, a dedicated professional with a passion for games—a passion she expresses and wishes to share. Like many other professionals, she understands that the key aspect is to establish the project's focal points and understand its constraints.  

In Espada, several elements serve as focal points for the viewer (player). Some are temporary, others appear more frequently, but hope is the main theme. There are many constraints as well, but rather than seeing them as negative, we embrace them, as they help shape the project. Constraints also enhance creativity, as it is often easier for us, as humans, to solve problems rather than create something from a blank slate.  

One particularly interesting and enjoyable creative constraint in our game is the decision, made by the creative director, that all playable characters should be women. Drawing from her experience and personal preferences—always choosing to play or work with female protagonists—she saw an opportunity to showcase the diversity of women and their importance in the gaming world.  

Creative constraints in our project are not limited to characters. For instance, we also use simplified language as a form of accessibility. While this was initially a limitation, it opened up many new possibilities, such as adding narration to make the game even more accessible to players. Many ideas have emerged from this limitation, and after careful analysis, the best ones will be implemented.  

Directing creativity in a multidisciplinary project like a game is not just about coming up with ideas—it also involves supporting the team, understanding each member’s personal limitations, and making the best use of available resources in production. Once again, limitations are everywhere, and the final creation is what stands out in this process—overcoming challenges to create something fun and, hopefully, memorable for the player.   

Lastly, player feedback is extremely important for development. With today’s communication channels, it is possible to monitor and analyze what players say about the project. This information helps refine and improve the game while working within the established constraints and creative vision.  

We hope that Espada will be enjoyed by many players—not just veterans, but also newcomers looking to embark on their first gaming adventures.