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Gunk Street Champion |
WATCH: | Playthrough |
Meet the locals and compete in a tournament to become the Gunk Street Champion.
Click to read more
This game was made in order to learn some basics of the Unreal Engine 5.
This was a project for school, and had a clear deadline. I made it during May 2025. While making assets, it was nice knowing there would be no time to remake things. The time limit pushed me to concentrate on getting things done, and would be nice to be able to enforce my own time limits better in the future. Without entering game jams.
Again, I drew everything with Procreate. It was my first time working (partly) with 3D, and there were a lot of new things related to modeling, textures, UVs etc. I went with very light animations this time, in order to meet the deadline.
The music was made on the last night before deadline. It fits, even though the loop is a little short.
I was very inspired by SLUDGE LIFE, by Terri Vellmann and Doseone, when designing the environment.
I did not want to use ready made assets, and almost succeeded. Since the credits screen is not shown in the video, and I have not created a release build yet, here are the assets made by other people:
Fonts:
- "Wobbly" by xJoseee <3 (modified)
- "Bristol" by Jovanny Lemonad
- "Full Pack 2025" by imagex
- "Blackletter" by HPLHS Prop Fonts
- Ambient sound by John Grzinich
- Skybox + all kinds of game engine magic by Unreal Engine 5.5.4
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Spine Rider |
PLAY: | itch.io |
WATCH: | Playthrough |
A short, frantic and noisy scramble against an all-engulfing sandstorm in a randomly generated track.
Click to read more
This game was made in Godot, and was my way of learning the basics of the engine.
I wanted to make a driving game that would challenge the players' natural urge to slow down when they see a turn. Trying to apply traditionally effective driving principles, like driving lines or braking, is not beneficial or even possible.
For the controls, I decided to follow my gut, and went with a very sensitive and aggressive turning, because it complemented the reaction-based gameplay I was going for. The game is tuned to my very average reactions.
The sand slowly obscuring the screen was a decision made pretty late, and it served as a theme appropriate solution to two problems:
- How to display the remaining time between checkpoints without a HUD
- Coming up with a reason for the player to want to drive fast, something with life or death stakes.
The two-colour (with shades in between) palette was a good decision, since sticking to it really sped up my decision making because I didn't have to worry about colors.
I drew everything with Procreate. I found a brush from True Grit Texture Supply's Chromagraph brush set that I got pretty familiar with, and I created pretty much every image in the game with that one brush. I think it made everything look pretty uniform.
I created all the sounds with a free synthesizer plugin called Surge XT. I tried to make the car sound brutal. The menu music and the end credits music relied heavily on a vocals VST-plugin by Spitfire Audio LABS.
I managed to create the game I set out to make, so the project was a success. I still enjoy playing it every time I do, and it is much more fun to come back to than Rock Pusher, since it is a new track every time.
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Rock Pusher |
PLAY: | itch.io |
WATCH: | Overview by Pico Playtime |
Push rocks in a wobbly cave. Sometimes you have to kill some monsters, sometimes you have to save some monsters, sometimes you can ignore the monsters.
Click to read more
This is the first game I've finished. I chose Pico-8 because of its boundaries, to force myself to make something small, in order to finish anything, and it worked!
The development still dragged on a bit too long, and I started to feel the familiar feelings of wanting to start a new project, which is why I only made ten levels.
Making the levels was the hardest part, but it got easier once I found a theme, where the levels would consist of basically two kinds of goals (not counting the introductory levels):
- Making the enemies kill each other in order to reach the goal
- Preventing enemies from killing each other in order to reach the goal
This gave me enough ideas for the amount of levels I needed, and was an exciting enough premise, if not anything revolutionary.
When it comes to the visuals, the guidelines I set for myself were related to the limited color palette and the fact that I wanted everything to be moving all the time. Every object in the game (except for the particle effect) has eight frames of animation, and the resulting wobbly effect is what I was going for.
I designed my levels using Pico-8's map editor. I wrote a script that would pick up certain items from the map and instantiate them as actors instead of static map tiles. Based on the sprite used, the script would determine which way an enemy is facing etc. This made iterating on the levels very easy and fun.
With the music, I wanted to make something cave-like, with some echoes and dripping water.



