About me
A bit of context
An impossible dream for a curious kid
I grew up among stories of mythology, horror and science fiction, like many kids in Spain in the 80s and 90s. Back then it was easy to find arcade games in cafés and restaurants, and I was in love with their worlds, graphics, sounds and relentless sense of action.
I rarely had money to play, so I used to stand on a side watching others play and, while I was there, I would observe every detail with curious eyes to understand what made my favorite games so special. That's how, little by little, I internalized their design.
At home, I dreamed of creating my own titles and had fun writing down ideas on paper. But programming seemed like black magic to me, an impossible dream for a kid who struggled with math.
A bit of joy for a gray world
I wear black, and my dark circles are deep, but I see beauty everywhere: in shapes, colors, fonts and even in the tired faces of the people in the bus. I earn my living at a branding agency. Some days I even enjoy the work, but the market has become so hostile and volatile that there is rarely room for careful creation anymore.
One day, while dealing with a vortex of real life issues, I realized that obsolete media had always been by my side, offering me a peaceful space in which to lose myself and breathe. And by the way, a stable ground on which to build my own worlds.
I began experimenting under the cover of night. Then practice brought me back to a dream that, with everything I had learned, no longer seemed impossible. I felt that shaping my games helped me keep my soul together, and before I knew it, I made it a habit.
The pixel skull
With my trash can full of projects, in 2008 I finished my first complete game and uploaded it to this website, signing it with a silly name taken from an old story and a skull that represents several things that embrace me: video games, obsolete media, fiction from this and other eras, alternative subcultures, and the desire to live in peace.
Since then, I have devoted part of my time to creating classic-style video games, working slowly, enjoying the process, and doing what I want to do without thinking too much about its reach.
Locomalito is such a personal initiative that it would only make sense as a solo project. However, I was fortunate enough to cross paths with Gryzor87, a like-minded friend and the sound essence of the project; Marek Barej and Jacobo García, who enrich the covers and extras with their illustrations; and Alberto McAlby, with whom I worked closely to bring some games to the big platforms.
Over the years, our shared project has grown and reached places we never imagined thanks to the support of our loved ones, collaborators, and a global community of people with very different lives but at least a couple of things in common.
Thank you for being there ❤
Some things I love
Lo-res art
Pixel art and chip music are a beautiful form of expression: accessible, simple, powerful, universal, and timeless. They are already a part of me.Density
Every second counts. That’s why I cut out everything superfluous and pack the best into the shortest possible time. Action-packed runs, no pointless entertainment.Active play
I aim to make the challenges intense, but always fair and above board. I want you to focus, to try your best, to enjoy your victories and to have fun.Throwback
I study the classics in detail to extract the best and avoid the worst of them. I respect and name them, because it's always a good moment for someone to discover something new.Freeware
It would be fair to charge for my work, but for as long as I can, I prefer the freedom of sharing it on my own website and letting you decide whether or not it’s worth the effort.Printables
Covers, manuals, posters, discs… In the digital age, they seem unnecessary, but I like them. They dress up the games and give them life beyond the Internet.