GDC 2026: Representing Chile's Indie Scene and Exploring What's Next
Attending the Game Developer Conference 2026
I’ve been lucky to get a free Festival Pass to GDC 2026 thanks to VGChile, and after the long 14+ hour trip, I’m here in beautiful San Francisco, USA.
My main focus is to explore new opportunities as a Unity Game Developer for the second half of 2026, especially around gameplay and feature implementation. My current contracts end in July, so I want to start opening doors now. More than anything, I hope to connect with amazing developers at the event, both at networking sessions and on the showcase floor.
Beyond that, I’m stoked to be representing some incredible indie titles coming out of Chile. The LATAM scene has been growing fast and I’d love to share what we’ve been building. In particular, I’m representing:
- The King’s Despair, an action-adventure pixel art game about a King fighting against the odds of a world where everything, even his own kingdom, is against him.
- Mainasutto, an action metroidvania where narrative, time travel, and interconnected world design come together in quite the unique gameplay experience.
- Blue Woods, an aventure game about exploring trauma and learning to confront it. Still very early on development so I’m sorry I don’t have a link for this one yet.
Don’t forget to visit the ProChile Pavilion at booth 1835 to see all the great Chilean games on display during the event. Additionally, I’m helping my good friends at Boogysoft in Spain by representing their project:
- Meigas, an adventure point-and-click style game with clever writing and a setting based on the Spain of old. Follow a group of witches trying to get away with their craft while helping others… maybe.
Finally, the GDC agenda for talks is amazing as always. There are a lot of sessions I want to attend; sadly, some share the same time slots, and I haven’t decided what to attend and what to skip. Here are a few of the more exciting ones:
- ‘Clair Obscur: Expedition 33’: Delivering a Wide Scope of Features & Content When You Only Have Four Programmers
- Mastering Massive Worldbuilding: Production and Optimization of Ultra Large-Scale Maps
- ‘SILENT HILL f’: The Challenges of Creating a Melee-Only Horror Game
- The Art of the Pitch: How to Actually Land a Job
- Writing Games for a Distracted, Polarized, Media-Illiterate World
Both ‘Clair Obscur: Expedition 33’ and ‘SILENT HILL f’ sound particularly interesting, as they were prominent games in 2025. Learning about their development and techniques should be fascinating. Hideo Kojima was originally set to deliver the keynote opening, but unfortunately had to cancel for undisclosed reasons. Too bad, I really wanted him to sign my book.
I’ll write another blog post once I’m back with everything that caught my attention during the event. I want to centralize my takeaways, but also share some of the cool things happening in the industry right now.
If you happen to be at GDC too, please reach out. Leave a comment here or send me a message on LinkedIn. Let’s talk!

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