My Blog

"Blink" Gameplay

Here are 60 seconds of gameplay from the prototype I showed in a previous post. As you can see, it's Five Nights at Freddy's meets On Observation Duty. The game is all about paying close attention to your surroundings while managing your blink and flashlight resources.

From the start, the player's vision becomes blurry over 15 seconds. If the player does not blink within that time, they die. This means blinking is essential for survival, but each blink gives the puppets around the room a chance to move closer. If they get too close, the player dies. However, the player has a flashlight to defend themselves. With every blink, the player has three uses of the flashlight before it runs out and is recharged with the next blink. Flashing an enemy sets that enemy back to its original position. The puppets can approach from many different angles and many puppets can be active at once, so keeping them in check is crucial.

I'm continuing to work on this game and here are a few features I still want to add:

  1. A second enemy type called the Stalker, which will come through the vents at the back of the room.
  2. The option to pan the camera left and right to increase the angles from which the puppets can come.
  3. Different poses depending on where a puppet currently is (for example, clinging to a table leg, standing, or crawling).

I also shared this with some fellow students at the university, and one of them expressed interest in creating art for the game. I'll need to finish the implementation and test it several times before accepting that offer, though. But if it works out, we can probably put the game on itch.io for everyone to play.

Alt Text

The Role Of A Great Game Designer

I just finished another book on game design, or more specifically, on what goes into being a great game designer. It was considerably shorter and less in-depth than Tynan Sylvester's Designing Games, yet it still provided incredibly valuable insights. I have applied the idea of inspiring the team rather than simply explaining the design to my work as a working student in game design at Edurino, and it has made a big difference. When the team is inspired, great ideas and the will to put them into action come from every team member. Particularly in the art department, the artists I work with often have fantastic suggestions for the visuals of each mini-game. By allowing them to take ownership while still ensuring their ideas fit the overall goal we set, they create something amazing every time.

Another important takeaway is the question "What problem are you trying to solve?" This helped me tremendously when random feature requests came in or when I caught myself adding something to a game just because I thought it might be fun. It is one of the most important questions to ask yourself when examining a new idea, even if it may not always make sense during the brainstorming phase for a new experience.

Overall, a great book. I am currently reading Justin Gary's Think Like a Game Designer and will share some of the insights that stood out to me once I finish that as well.

Alt Text

"Blink" Prototype

I'm currently working on a game called "Blink". It's a horror-survival game where blinking is a vital resource. Players must manage their vision, balancing the need to blink with the risk of enemies moving or the environment shifting in their brief moments of blindness. Keeping eyes open for too long leads to hallucinations and eventual death, while blinking too often accelerates danger. Players must observe, blink strategically, and react quickly to threats, using a limited flashlight to fend off enemies and secure vents. I'll post another update when I progress further and the enemy AI is fully implemented.

Alt Text Alt Text Alt Text

More Car MOCs

As you might have guessed from my previous Lego MOCs, I really like building cars. Here are three MOCs I have made over the last couple of weeks.

Alt Text Alt Text

Improving Drawing Fundamentals

Since I was just writing about drawing practice in my previous post, I want to share two more tips. I'm not a pro artist or anything, but these helped me improve more quickly. The first is tracing basic shapes like squares, circles, and triangles to get a feel for how to draw them, especially circles. You can use the circle tool in Krita to place perfect circles on the screen, then trace over them and try to stay as close to the original as possible. After that, try drawing some without tracing.

The next tip is a bit more personal. Since I have a 3D printer, I printed a few "Dummy 13" figures, which you can pose however you like. This helped me with gesture drawing and improving my flow when drawing humans or human-like creatures like robots. If you don't have a 3D printer, you can just buy one of those drawing mannequins and it will work just fine. But with Dummy 13, you can print your own accessories and customize it however you want.

Alt Text

Back to the Basics

For me, the best way to improve my fundamentals in drawing, like line and shape practice, is through graffiti. I study alphabets and pieces from famous artists, trying to learn from each one by incorporating certain elements into my own work. Graffiti is great for practicing clean lines of different lengths and really tests your understanding of shapes. I used to do graffiti on actual walls, but since a can of spray paint now costs around 6-7€, and you go through them pretty quickly, it has become too expensive for me. Still, I enjoy doing digital graffiti or just grabbing a marker and sketching in my sketchbook.

Alt Text

Designing Games

I recently finished reading Designing Games by Tynan Sylvester, and I found it to be an excellent resource for anyone interested in game design. The book offers a wealth of valuable insights into the collaborative process of creating games, as well as a deep dive into the elements that contribute to a great design. Additionally, it provides clear definitions of many key terms, helping me better put abstract concepts into words. I wholeheartedly recommend it to anyone looking to break into the field of game design or to elevate their existing skills to the next level.

Alt Text

Cursor + Claude 3.7

I've been playing around with Claude 3.7 since it just came out, and I must say, I'm impressed. It can create fully functional programs and apps, often in just one shot. I'm currently working on a card game with Claude, and it seems promising.

The game itself revolves around building your own cards by drawing abilities and attributes from a shared pool, then spending currency to apply them to empty card frames. I went with a standard turn-based duel system, similar to many TCGs, but it doesn't seem to work as well in this context. I'll tinker with it some more.

Alt Text

Pixel Art Practice

I'm continually working on improving both my concept art and pixel art skills. Lately, I've been creating character 360-degree spritesheets to get a better feel for proportions and perspective. I'm also storing these assets, as they might come in handy for future game prototypes.

Alt Text

Steins;Gate

I played Steins;Gate over the course of this week, and while I don't usually play visual novels, I wanted to revisit this franchise since I watched the anime about 10 years ago. I couldn't remember much about it, partly because a lot of time has passed and partly because I was too young to fully understand everything Steins;Gate has to offer.

One of my fellow university students made a visual novel for their bachelor's project, which drew me back into the genre. I thought Steins;Gate might be worth a try since it's one of the highest-rated VNs ever. And after finishing it, I can definitely say it deserves that rating. The game hooked me and pulled me in like very few others have. I actually felt like I was living through Okarin's experiences and was part of the Future Gadget Lab.

I ended up getting the Suzuha Ending first, then replayed parts of the game to reach the True Ending. Probably some of the best storytelling I've seen so far. Even though the game has some pacing issues, the overall experience makes it easy to overlook most of its flaws.

I do have to riff a bit on the email-replying mechanic, though. If the game had made it clearer that your responses were meaningful decisions, I would have actually cared about them. But the way it's set up, I thought it was just a fun gimmick with no real impact. That's also why I got the Suzuha Ending first, I wasn't aware I had the option to manipulate the D-Mails.

Other than that, it's a really good game, and I can recommend it to anyone interested in a great story who has about 25 hours to spare. El Psy Congroo.

My Own AI Code Assistant

This was a fun little code experiment. I downloaded a program called LM Studio, which lets you download and run different LLMs locally and host a local server that can be accessed via API. I used it to create my own Visual Studio Code extension as a challenge since I always wanted to know what goes into making an extension like that.

I'm currently using a 14B distilled version of Deepseek R1 since my hardware doesn't support higher-quality versions. The extension is still in its infancy, but I want to experiment and see what I can do with it. I'll probably continue development whenever I have time to work on it.

Ludus AI

There's a project called Ludus AI that aims to help developers create content in Unreal Engine 5. I downloaded the plugin and experimented a bit, but I couldn't get it to work. It seemed like the servers were down at the time or there were some issues with the API. If you want to see what it can do, I found a video on it that you can watch above. I highly recommend checking it out since it's not just about Ludus AI but also explores what a game entirely made by AI looks like. Really interesting. I'll be keeping my eye on this plugin and try it out again another time.

Alt Text

Printing And Painting Figurines

I picked up my first 3D printer from Bambu Lab a while ago and have mostly been printing practical things like boxes, clips, and stands. But recently, I got a lot more interested in printing miniatures and figurines. I subscribed to a group of artists on Patreon called Bulkamancer and printed one of their many awesome figurines.

After tweaking the settings, printing, and assembling all the parts, I painted the figurine with simple acrylic paints and quickly realized I have a loooong way to go when it comes to painting miniatures. Still, it's a really fun hobby, and I plan on printing and painting a lot more to decorate my otherwise pretty barren room.

Alt Text

Mortal Kombat 11

I picked up Mortal Kombat 11 recently and played through the entire campaign in one sitting. The last Mortal Kombat game I played was Mortal Kombat X, but I never touched the campaign, just local 1v1s against friends. So, even though I had no idea about the lore or story, I still found myself really enjoying MK11's campaign. It felt like playing an interactive action movie. The cutscenes and gameplay were paced really well, with only a few small exceptions. The dialogue and characters were exactly what you'd expect from an action movie, and they delivered on every front.

Just like MKX, the combat in MK11 feels insanely good. The punches are meaty, and the animations are brutal. But the biggest props have to go to the sound designers. They did an amazing job of making every punch and kick feel weighty, while also giving the cutscenes and characters extra impact.

Overall, it's a really great game, and now I kinda want to check out the new MK1.

Alt Text

Paperswithcode

I came across a website called paperswithcode.com today. It has a lot of recent research and scientific articles on machine learning. I browsed through some of the papers, and there's some really interesting stuff in there. If you're into the latest developments in AI and machine learning, it's definitely worth checking out.

Google Genie 2 Creating Games

While researching how AI can be used to create games more efficiently, I came across a video that does an excellent job of summarizing the progress Google DeepMind has made in using AI for game development. It's amazing to see how far we've come and where this is headed. I believe the focus is shifting more toward what we create rather than how we create it. As mentioned in the video, this is the worst it will ever be. And it's advancing pretty rapidly.

Alt Text

DeepSeek R1 and Game Dev

DeepSeek just released their new R1 model with API access, enabling it to work with the Cline extension for VSCode. This opens up the possibility of using R1 to create games without having to pay 200$ a month for OpenAI's O1. I'm still experimenting with it, but I believe I can develop an efficient workflow to create prototypes and maybe even incorporate R1 into some of my games.

Side View Back View Front View Top View

Sci-fi Car MOC

I designed a cyberpunk-style car with a black and red theme that functions as an air/ground hybrid. It has extendable wings which are equipped with laser cannons. This MOC took me about one evening to build. Maybe you can guess which set I got the windscreen from. ;)

Witch's Groove

As I mentioned in my Slide & Solve project, I wanted to explore Phaser a bit more to see if it's something I'd use for future projects. So, I decided to make a small rhythm game called Witch's Groove, where you pop bubbles in sync with the song. Took about two days to make, including the music, sprites, code and level maps. It was interesting learning how to handle input delays and use .json files as level maps, but while Phaser is definitely a great framework for getting these sort of games up and running quickly, I still prefer Godot for creating my web games because you're not just looking at code all the time.

Spritesheet Automation

I created a Lua script for Aseprite that lets you preview an animation from a spritesheet. Simply select all the sprites you want to include and run the script. It opens a new file where you can play and adjust the animation without having to stack a lot of frames in your main file. You can download it below!

Download Script
Alt Text

LET IT DIE Early Impressions

I started playing LET IT DIE today, and five hours flew by like nothing. The game-within-a-game concept creates a great dynamic between the characters in the arcade and those in the game itself. It feels like you're part of two different worlds that are partially linked to each other.

As for the gameplay, I think it's really fun. It's challenging but not unfair, since you get plenty of chances to return to your safe room and restock supplies. In my five hours, I managed to beat the first boss and escape the tunnels, which brought me to the surface. I can tell there's an insane amount of content here, but it'll probably take some time to experience most of it. I'll have to see if I can make the time, but if you're looking for a game you can really grind, this one's worth checking out.

Also, there's some Uncle Death fanart I made above.

Alt Text Alt Text

Tumbler MOC

Here's a Mini-Tumbler MOC I put together using some spare parts left over from another build. For the wheels, I used the ones that come with the Lego Speed Champions set. Took me about two hours to complete.

Alt Text

My New Blog

Happy New Year!!! As part of my 2024 reflection, I realized how nice it would be to have my own blog. I've been working on plenty of projects that don't make it onto the front pages of my portfolio, but I still want to share them. I used to rely on platforms like X for this sort of thing, but the character limit is frustrating, and without being verified, it feels like no one sees your posts anyway. So, I wanted to create a space where I can write as much as I want, adjust posts to my needs, and share everything with you, including non-game-related stuff. My goal is to post updates every 3-5 days. Hope you enjoy!