Getting to Know Espada

Created in a moment of chaos, when Adas Oliveira da Silva was either going to live his dream or sink deeper into a hole. When creativity becomes something professional and the very thing you rely on to survive, it takes on a life of its own. 

Espada came to life through dreams—and above all, hope. 

To better understand who the character Espada is, it’s important to understand her creation process. In the game industry, we often see formulas based on archetypes and other theories that are sometimes best left behind. Espada emerged through a unique process—we believe that those who truly live it, don’t need to explain it. It’s about existing. 

She exists. The main girl gradually took shape with each attempt along the game development journey. Every step contributed to who she became. Although Adas is the primary author, he borrowed some ideas from Ohanna, which helped bring extra charm to the character. 

During the pandemic, Espada took on her initial form, as many doors were closing for both Adas and Ohanna. At a critical moment in their lives, they decided: “Let’s fight for our dream—a game.” That’s when Espada’s universe began to form. The character’s adventure and greatest challenge were defined: to overcome and escape the Hole. 

Her color palette carries a message about the fight against depression—a condition that affects Adas and inspired many of Espada’s actions in the game. After a series of rejections in grant applications, waves of sadness became more frequent. But hope was always found in the dawn, and the project kept being submitted to other calls.  

When she puts on her hood, Espada regains her strength—just a moment to think and recharge. Many people need this kind of pause but don’t recognize it. Each time the project was rejected, there was sadness. But soon after, with a short break, they’d rise again and keep fighting—revising, understanding the feedback, and moving forward.  

The personality of the main character stands out even more in this adventure as she wields a weapon that symbolizes her strength: a sword. The journey won’t be easy. She must face challenges and hardships with kindness and faith. She’s willing to help friends and loved ones, but her greatest determination is to find a way out. 

Her bag is filled with items and dreams. Along the way, she chooses to surround herself with good people who will help her reach her goal. Even while dealing with conditions like depression and anxiety, she’s fortunate to find people who treat her with love and care—just as she does with others.  

Now that you know a little about Espada and her creation, are you excited to become part of her story and help her escape the Hole? We’ll dive deeper into her world in future blog posts—after all, we discover something new about her every day. 

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.