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Inside Indie Game Development: An Interview with CheesecakeGames

The indie game development scene is filled with passionate creators pushing the boundaries of storytelling and gameplay. We recently had the chance to sit down with Joaquin, the creative mind behind 'The Empty Desk' , to discuss their journey, challenges, and insights into the industry.





Introduction & Background

  1. Can you introduce yourself and share a bit about your background in game development?

My name is Joaquin, and I’ve been creating video games for almost my entire life. I started learning on my own at the age of 10, taking my first steps with programming courses in BASIC and C, and building my first prototypes—what I believed were games at the time.

My professional journey began when I started working at a Barcelona-based company called Microjocs, testing mobile games. Within the same company, I specialized in game design, which led me to work at other industry studios such as Grin and Ubisoft.

In 2010, I embarked on my indie dev adventure, developing games for the web and later for mobile platforms. Today, I’ve taken the leap into PC game development because I love storytelling and want to reach a broader audience.


  1. What inspired you to create The Empty Desk?

I’m a big fan of graphic adventures and games that make you feel something—whether it's good or bad. The idea for The Empty Desk came to me after playing a game called Exit 8, which is based on a loop and anomalies. I knew I had to create something similar but with a strong narrative at its core. That’s when I drew inspiration from Sam & Max Hit the Road, the classic Lucasfilm adventure.

I wanted to merge an engaging adventure with key elements that would break the monotony of loops. After a period of prototyping, The Empty Desk was born.



  1. Are you a solo developer? If so, how has it been working solo?

Yes, I’m a solo developer. During my time developing mobile games, I was always fortunate to have the help of great professionals and friends, especially in the graphic department—mainly 2D art. I was also able to outsource other resources like music and sound effects.

However, for this project, I decided to start it on my own because it's a 3D game that requires full dedication and a fast development pace—something I can’t expect from anyone else. I work on this full-time, while my colleagues can only contribute part-time when they have availability.

Even though I develop the game on my own, I never feel alone working solo. I interact with many people who help me improve the game in different ways.

For example, the game’s soundtrack was composed by an incredibly talented professional, featuring a beautiful main theme. I also held a playtesting session that revealed some really interesting details to refine.

Additionally, I stay in touch with other solo developers who, like me, are working on their own projects—we exchange feedback, ideas, and improvement tips. On social media, both streamers and the community, including those I follow and those who follow me, often share insights and suggestions that make a real impact. And of course, the support of my family has been invaluable throughout this journey.


Game Development & Design

  1. The Empty Desk has a psychological horror focus—what influenced the story and atmosphere?

The Empty Desk is deeply inspired by classic psychological horror narratives that blend investigative tension with eerie, yet logical, anomalies. Films like Se7en and the Sherlock TV series influenced the way unsettling moments gradually make sense within the story’s logic.

The game’s atmosphere draws from a mix of reality-bending horror, inspired by Silent Hill, as well as the unsettling, dreamlike qualities of liminal space and anomaly-based games.


  1. The game’s premise is intriguing. Can you share more about the inspirations behind its mystery and horror elements?

I wanted to create a psychological horror experience rather than a purely realistic one—playing with what the player thinks, presenting a challenge, and then providing the key so they feel rewarded for pushing forward.

It’s not about showing disturbing imagery or filling the game with jumpscares. Instead, my goal is for players to uncover the story piece by piece, making their own deductions. For example: Where could Emily be? What really happened to Oliver? I want them to slowly piece together the narrative, as if solving a puzzle.


  1. What kind of experience do you want players to have while playing The Empty Desk?

I want players to feel curious about uncovering more, to experience moments of tension or unease, only to feel rewarded when they manage to solve a part of the game.

Ultimately, I want the experience to be immersive—something they can enjoy in the same way as watching a film, following the storyline, and feeling satisfied when it all comes together in the end.


  1. How did you approach designing the game’s puzzles and narrative structure?

Structuring the game into chapters was a huge help. The early chapters introduce players to the overarching story and core gameplay mechanics, while the later ones focus more on character development—each centering around different key characters.

For the puzzles, I wanted them to feel logical and not overly difficult, ensuring that players can progress through the story without unnecessary frustration. I avoid puzzles that require heavy memorization—that’s the protagonist’s job. Instead, the gameplay revolves around discovering clues that gradually unlock new elements, ultimately revealing the key to what needs to be done.


  1. What challenges did you face while developing the game, and how did you overcome them?

The biggest challenge was the budget. I developed the game entirely with very limited personal resources, which meant I couldn’t afford to spend a year or more on development as I had originally planned. Instead, I had to condense everything into just a few months.

The initial idea was to create more chapters and content, but I had to refine it to focus on the most essential and impactful parts of the story, resulting in a 10-chapter structure. To achieve this, I essentially compressed a year’s worth of work into six months. Instead of working a standard 8-hour day, I often put in 12 to 14 hours, including weekends and holidays. This intense schedule allowed me to complete the game within a shorter timeframe without compromising quality or content.


  1. What tools and game engine did you use to bring The Empty Desk to life?

I used Unity 3D as the game's main engine, Photoshop for 2D elements, Blender for 3D objects, and Audacity to refine and adjust sounds. The Asset Store has also been a great help in acquiring the necessary resources to build the levels.



Indie Game Development & Marketing

  1. How has the response been to The Empty Desk Demo so far?

I'm very happy with all the feedback I've received on the demo—it has helped me refine and polish it significantly.

I’m still facing some challenges with AI-generated voices; they aren’t well received in certain languages. Because of this, I’m actively looking for collaborators to dub the game in English and German.

The feedback on the demo has been quite varied, but overall, it has been mostly positive. It seems that the story is well understood, and people appreciate the atmosphere I’ve created.

The biggest challenge I’ve encountered is reaching more players—getting people to actually play the demo isn’t easy.


What has been your approach to marketing and getting visibility for the game?

Since this project has been developed under a tight deadline in just a few months, everything has moved very quickly. I tried to launch the Steam page as early as possible in development, release the demo as soon as I could, and prepare it for Steam Next Fest with the highest quality possible.

Without a budget, my entire marketing approach has relied on time and dedication—engaging in forums, social media, creating content, reaching out to streamers, and doing everything I can to spread the word organically.


  1. How do you feel about the current indie horror game scene?

I think we’re in a period where more indie horror projects are being developed than ever before. There are many great games out there, but at the same time, the scene feels somewhat saturated with similar experiences.

Sometimes, it feels like you’ve already played certain games because they share the same core mechanics or structure. I’d love to see more originality in mechanics or deeper storytelling in new projects to bring fresh and unique experiences to the genre.


  1. Were there any indie horror games that inspired you or influenced your design choices?

There are several great examples, but one that really stood out to me is We Harvest Shadows. I loved the way it tells its story and how its harvesting mechanic adds a unique twist. It sets itself apart from the majority of indie horror games, offering a fresh and engaging experience.


Future Plans & Final Thoughts

  1. What’s next for The Empty Desk? Do you have a release window in mind for the full game?

I’m currently finishing the last chapters of the game. My goal is to release the full game between late March and early April, assuming I don’t secure funding to expand it.

With the content I have now, I believe it will already offer a great experience, allowing players to fully explore the story in detail—something I hope they’ll really enjoy.

However, if I manage to reach an agreement with a publisher, I’d love to add extra content that would extend the total playtime. In that case, the release would be pushed to late May, allowing me to deepen certain character arcs and expand the overall experience.




  1. Do you have plans to expand on the story or create similar games in the future?

Yes, I have more ideas for new stories featuring Detective Bennett. The Empty Desk represents his last solved case and serves as a farewell to his time in the police force.

However, I have other stories in mind that explore different points in his life, introducing new mysteries, locations, and characters. Some of these would even feature encounters with characters from The Empty Desk—moments where neither Bennett nor the players would realize that fate will bring them together again in the future.

But whether these stories come to life will depend on how well this game is received and if it proves to be at least minimally viable.



  1. What advice would you give to other indie devs looking to create horror games?

I’m not one to give advice, but I would say: enjoy what you do, because that passion is reflected in the final game.

Also, try to add something distinctive—don’t just focus on making more and more content. It could be a small but unique mechanic, an original story, a different art style—anything that sets your game apart. Even the smallest detail can make a big difference and help you stand out.



  1. Where can people follow your work and stay updated on the game’s progress?

I regularly share my progress on social media, usually posting simultaneously on LinkedIn, X, TikTok, and Instagram. So, if you want to stay updated, feel free to follow me on whichever platform you prefer! 😊



and more importantly, the link to steam!


 
 
 

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