I have spent more than four decades watching video games, controllers, machines and the way we play change. From the beginning, I wanted a game of my own. I did not want it to be simply a retro game; I wanted to share part of what I had lived through during these decades as a gamer.
At first, it began as a personal challenge: would it be possible to create a game based on my own ideas? When I was told that it was possible, that was when I began explaining the concept and taking part in the creative direction of what is now ALEXX SkyRider™.
My contribution was to communicate my ideas in a way that could be understood: how each movement should feel, what personality the character should have, when the enemies should create pressure, how the action should feel and what atmosphere I wanted to convey in the different settings.
Then came one of the most exciting parts: watching those ideas begin to come to life. You could now see them, hear them and play them on a screen, using a keyboard or a controller.
Sometimes the result was amazing right from the start, but other times it was not what I had imagined.
I learned something important during this project: having an idea in my mind was not enough. I had to know how to communicate it so it could be understood. And that can be complicated, because every mind is a different world.
Sometimes there were ideas that seemed very logical to me, but I was not being understood. They seemed obvious to me, until I realized that I had to explain them much more precisely.
More than once, I would look at a result that was not what I expected and, well, I would reject it.
At other times, I did not know how to explain an idea properly myself, and that was why the result was not what I expected. The best solution was to pause the project, think about how to express it and find a better way to work it out. To me, that was better than leaving things as they were, accepting something that did not represent the original idea and continuing just for the sake of moving forward.
I always appreciated the patience I was shown during the development of the arcade game. I did not always have time available to work on it, and some ideas also needed time to develop further.
Little by little, my ideas were being understood more clearly. Different ways of thinking began to come together, my ideas were being interpreted more precisely and, as they were put into code, the characters, sounds, enemy movements and settings began to appear. At last, we had a beta game that could actually be played.
But I did not want a game that was only about shooting.
I wanted something that would really make us feel what those machines of the 80s and 90s felt like. That idea was not simply about writing code that worked. It had to be played. And if playing it did not bring out the feeling I was looking for, I simply asked for changes because the result I wanted had not yet been achieved.
Sometimes it came down to simple details; other times, the changes were much more complex. And there were also times when I brought an idea and the result turned out much better than I expected. Some excellent results truly surprised me.
Now, in 2026, I realize that extraordinary things can be done with new technology. But first, you need an idea, along with the ability to make decisions and communicate that idea clearly so the magic can happen.
Many of the ideas I shared came from something very important to me: I lived through the golden age of arcades and video games. That is why ALEXX SkyRider™ also carries part of my history as a veteran gamer.
My intention is not to copy what worked in the past. What I wanted was to bring back some of that excitement and those feelings I remember from retro games: precision, reaction, learning by playing, making mistakes, trying again and finally mastering something that once seemed difficult.
That is how ALEXX SkyRider™ was born.
I do not want this Development & Pilot Journal to be just a list of the game's features. I want it to share the ideas, decisions, tests, mistakes, changes and lessons that made the project's development possible.
Some articles will talk about controls; others about speed, enemies, Fuel, TNT, the Five Faces, tests carried out on different devices or decisions that seemed small and ended up changing the experience.
I will also share some things I experienced decades ago that inspired me to understand and apply ideas that work very well within the project today.
Because behind every character, every sound, every enemy and every gameplay decision, there was first something very important:
an idea.
And that is one of my greatest satisfactions: seeing how an idea could finally take shape as an arcade game that I can now share with other gamers.
This is what ALEXX SkyRider™ means to me.