Creator involved in the design, script, and programming of "VA-11 HALL-A."
Related creations
The work evolved from the 2014 Cyberpunk Jam prototype into a complete game, and he took on the design and writing roles of blending cocktail selection with storytelling.
Programming for the bartending branch
Fernando explained that in the 2016 PC original of "VA-11 HALL-A," after delivery, the combination of sweetness and alcohol content was handled separately based on date, customer, and drink verification criteria. Each reply also saves the flag for subsequent branch calls.
Another procedure Fernando explained for VA-11 HALL-A is that the amount of Karmotrine consumed accumulates when the drink is delivered, and when the customer changes, it is reset to zero. The script checks the conditions in the relevant scene, then transitions to the dialogue corresponding to the drunkenness.
Bar dialogue writing style
When writing "VA-11 HALL-A," Fernando let sexual topics naturally come into conversation, avoiding deliberately piling strong words for adult content. He draws on the coexistence of everyday and sexual topics in bars and parties to balance the two.
2019 console bonus
Fernando explained that for the first press edition of the 2019 PS4 and Switch versions of VA-11 HALL-A, the development team localized the character concepts and designs into Japanese, added information about multiple characters, and wrote new explanations of the team's understanding of cyberpunk.
Related entries
- Participated Works:VA-11 HALL-A: Cyberpunk Bartender Operation
- Explanation of 2016 original work condition matching, branch marks, and Guest alcohol count:VA-11 HALL-A: Cyberpunk Bartender Operation
References
- Sukeban Games: VA-11 HALL-A media materials
- Game Developer: Fernando Damas talks about the bartending branch of the program
- AUTOMATON: Interview with two creators of VA-11 HALL-A
Data compiled on: 2026-10-07.