So it’s Been a While
But have been hard at work with a project that is coming together and I have a fair bit to talk about. So for now here is a quick gif of the game I have been working on with @mariobaronedev and @nicholasbarnett.
More info soon!

祝日 / Permanent Vacation
occasionally subtle

#extradirty
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titsay

Janaina Medeiros
will byers stan first human second
Alisa U Zemlji Chuda

Love Begins
ojovivo
hello vonnie
Xuebing Du
Peter Solarz
I'd rather be in outer space 🛸
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i don't do bad sauce passes
Sade Olutola
cherry valley forever

izzy's playlists!

oozey mess
seen from Australia
seen from United States
seen from United States
seen from Australia

seen from Germany
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seen from Spain
seen from Romania
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seen from Croatia
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seen from United States

seen from Japan
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seen from Türkiye
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@danielstuddert-blog
So it’s Been a While
But have been hard at work with a project that is coming together and I have a fair bit to talk about. So for now here is a quick gif of the game I have been working on with @mariobaronedev and @nicholasbarnett.
More info soon!
teaser for what’s to come
People have inboxed me asking about what the next project will be, and as I’ve told many, I had news for June/July! My partner in crime @danielstuddert and I have just finished throwing together a pre-production-pitch-trailer for the next big thing!
*full video further down (best with sound) The trailers will be voted upon and if we get enough votes, we get to make the game!
And now, I present our pitch trailer!
The trailer shows some base features of the action VR archery game! More Soon
Its been a while, but here is a sneak peek of what my team and I are starting work on, a VR archery game tentatively called Whisper.
More updates to come!
Silva: From Concept to Completion
So the due date for Silva has come and gone. The game has come a long way over the last three months from the original concept art:
Then to the grey box with the very bare bones of the mechanics:
Then the art started to come in!
Game Analysis: PixelJunk Eden
Originally released back in 2008 on the PlayStation 3, PixelJunk Eden was developed by Japan-based studio Q-Games and has the player jumping, climbing and swinging through the game’s levels, or gardens, collecting items to grow the plants in the gardens and to unlock even more gardens to grow.
PixelJunk Eden’s zen experience of collection and growth is accentuated its techno soundtrack but it is the ‘synchronization meter’ that throws this experience out a little and I would like to talk a little more on this feeling of mechanical dissonance.
Controller Conundrums
So one thing we have noticed while developing Silva is that people have been divided on how they prefer to swing through the game. Is one controller stick enough to aim and move or should we go for two?
So this week the group did some testing to see how people felt about the controls schemes and the results? A slight preference towards the two stick scheme and that people when they have their preference have quite a large dislike of the other controller setup.
So the team's final verdict? Why not both?
Silva Movement Improvements
Been spending some time improving the grappling hook in Silva and adding some new functionality in the hopes that it will make the environment more easy to traverse.
Starting off simply with a reel in and reel out:
Improving the clarity with the targeting by adding an arrow displaying the direction that the player is aiming:
And bringing in some more life to the rope by having it stick to surfaces:
That deadline of November 29th is getting closer and closer and there are still so many things that still need to be done!
Making Menus
The team and I have been starting work on the menus for Silva, the grappling hook platformer and here is what we have put together so far for the game’s main menu:
Each of the buttons are animated when the player has them selected and the camera in the background slowly pans across the opening section of the game’s level.
Still a lot of work to be done and that final deadline is coming quicker than any of us could have imagined! But with a lot of work coming out from all of the disciplines that means more to show off so expect more soon!
Improvement Through Accessibility
Had a quick crash course in accessibility in games today with a focus on how colour blindness affects readability in games.
Taking a look at Silva the game my team and I are currently working on and we have not done too badly.
For a little more contrast starting at the top left with the common, protanope in the top right, deuteranope and finally Tritanope.
And even the vision cones did not turn out too badly!
Placing Parallax
So far a lot of the gameplay shown of the Silva, the 2D grappling hook platformer has been shown with a lot of emptiness in the background, where it is meant to be set in the middle of a forest.
So some of my work this week has been implementing the art that the group’s artists have been making to fill out the world.
Read on if you would like to know a little more about how it works.
The game you're developing looks beautiful and cute.
Thank you for the kind words! I can’t take all of the credit though, it is very much a team effort I am super lucky to be working with such talented individuals.
Animating Silva
More progress on Silva, the grappling hook platformer our group of 6 are creating for our end of year game design project are building. This time one of the game's artists has been working hard getting the animations done for our protagonist.
Starting with a run cycle:
And then easing into something a little bit more idle:
Now to dust off mechanim and get them working correctly in the game!
Back in the Swing of Things
Back from the games week madness to getting back up to speed with how the project has been going in my absence.
So how has it been going?
New character controller is working well and some of the detailed art assets are starting to come together, though the grapple still needs some work...
Conegraphs: Telegraphing Cones
Just a quick little Silva development update. One of the main mechanics of the game is avoiding the vision cones of the game's enemies.
One bit of feedback we were getting from initial testers was that they felt like they were just dying out of nowhere when it came to the vision cones.
To improve this problem we added a little bit of transparency on the cones inner workings.
As the player remains inside the vision cone it will quickly fill with another colour and when the first yellow cone is filled in its entirety the player will then die and be sent back to the last checkpoint they have passed.
A lot of work still to be done, so expect another update soon!
Revelations on the GCAP Floor
I'm experiencing Melbourne International Games Week for the first time this year and over Tuesday and Wednesday, I headed out to the GCAP conference held at the Melbourne convention centre.
GCAP is a series of hour-long talks where people working across many sectors of the games industry come to share their knowledge with other developers, whether that be about finance, marketing, company culture, tech, art, design or one of the other plethora of topics and ideas that go into making a game.
Silva: Bring Me a Shrubbery
The groups artists are going in a replacing the silhouettes of objects throughout the game with some final art pieces. Starting with some of the trees in the game.
And also because I haven’t gone this in a while here is an obligatory bug gif of an animated Silva that is not quite there:
Instead of saving the forest, why not just crush it?
Game Analysis: Duet
Heading a little closer to home for this months game analysis and looking at the Melbourne developed game Duet and explore how it brings the player into a state of flow.
Duet itself is a game based on the simple premise of rotating two connected orbs and having to guide them past obstacles as you glide through the game's levels.
Simple does not mean easy though. And about this flow thing, what is that anyway?
Silva: Alpha Wrap up
Yesterday was the deadline for the alpha build of Silva, the 2D grappling hook game which some fellow students and I are working on for our end of year game design project.
But the real question is did we hit all of our required goals?