Whats up fellow game developers/players/stalkers/fellow artisans. I’ve been working my ASS OFF, for the last 2 months on this new game. It’s undergone many changes, i feel like the process of making something cool should be as natural and organic as possible – so i iterate in development and change my mind a lot. I’m just gonna dump loads of pictures now cause who wants to read? No one.

AI Visual Awareness Testing

Trying to make blenders interface less like attempting to pilot a NASA aircraft through a crowded city, drunk.

I had this cool idea that you could use each hand individually (thats what she said). WHAAATTT. A bit like bioshock with the plasmids. Here’s some guns that shoot money – now i can finally buy Unity Pro.

Pimpin’ vehicle patrollin the afternoon sands. The game started out as a Tomb Raider type deal, where you drive a buggy around the desert to find (you guessed it) tombs, then when you go in it “procedurally generates” a brand new, unexplored tomb for you to shoot skeletons, fall into spike pits and curse at the un-responsive jumping controls.

A coin treasure! Like in Uncharted or Uncharted: Tomb Raider edition (which is actually really good)

Trying to learn DeleD 3D editor. Have since left this software for likely: sketchup/proBuilder ( a unity plugin). DeleD is actually a really great, simple, level editor, but i had problems exporting into Unity.


TBT: tomb building tech! This advanced robot AI builds the levels for you, so you dont have to do any work! AMAZING. All the indie devs are hitting this up right now, roguelikes are the new pixellated platformer. This one is inspired by the legend itself: TIMESPLITTER 2, mapmaker. You know.. the one where you made that zombie surival map, then played splitscreen Virus mode with gingerbread men and only proximity mines. This system basically snaps pre-made rooms together by their doors, then randomises the enemies/items within each room. Awesome stuff (in the above shots, there are only 3 “rooms bits” used though)


Test environment for tweaking my FPS movement out. I actually think this looks cool………

This is about as far as you get with level design inside unity… that white box is a speaker and it plays Metallica: No Remorse on loop.

Dual Crosshairs. Discontinued. Now there is NO crosshair, to keep up the fast pace and close combat.

Picking up guns.. framerate of the gods.

Pathfinding graphs – enemies use these to navigate the environment somewhat intelligently if you get it right.

Inception test, a rotating cityblock cube whilst Hanz Zimmer blasts in your ear. Discontinued due to nausea.
THE ACTUAL GAME, is like: Quake + Hotline Miami, with procedural levels and a sci-fi theme. Hopefully a demo soon because i want to know what rocks/sucks about the game as fast as possible! As always please subscribe using the button on the right, and stay classy. More, cooler stuff, coming soon