Looking Back: Cafre


About the Project

Cafre is a mobile runner game where you take on the role of a Mexico City public transportation driver navigating one of the most crowded, chaotic cities in the world. Your goal is to complete your route without damaging your vehicle, help passengers reach their destinations, and earn good money along the way. However, it’s not all smooth rides—among your passengers lurk thieves ready to rob you, adding an extra layer of challenge to the experience.

Development Background

This game is one of my first projects, created during my Video Game Development diploma at the National Autonomous University of Mexico. I initially enrolled in this program after a difficult first experience working in a game-related job; although that role didn’t work out, it left me more committed than ever to creating games. With savings from that position, I invested in the six-month diploma, which provided training across a broad spectrum of game development areas, from game design and programming to marketing and art.

Cafre was developed as a diploma project, from its initial concept to modeling and even distribution planning. Although I never released it due to its incomplete state, Cafre remains special to me as one of my first true game development experiences. The player input and vehicle control are well-tuned, showcasing some of the mechanics and design elements I wanted to explore.

Key Features and Technical Highlights

For the gameplay, I developed a custom movement system based on Bézier curves, which allowed for smooth, controlled navigation through Mexico City’s virtual streets. The system involves interconnected nodes that direct the vehicle along fluid paths, creating a responsive and strategic driving experience. Additionally, for the game’s visuals, I started using Cinema 4D for modeling and Affinity Design for other graphical elements, integrating both tools into my workflow for the first time.

Looking Back and Looking Ahead

Despite not being a finished product, Cafre taught me a lot about the development process and gave me invaluable hands-on experience with both technical and creative tools. I’m also happy to share that Cafre is now open-source. If anyone is interested in picking up where I left off, I’d be thrilled to connect and explore the possibilities.

Get Cafre (2017)

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