California Highway Patrol Academy Sacramento
Having some… technical difficulties with physics based vehicles
Also made some simple gfx on the experience:
Icons:
without the tile detail
this one completely changes the theme compared to the earlier versions, and it’s also relatively foggy:
Now some random spot I rendered:
I really like the reflections and that there’s some kind of sun that I unintentionally made
The lighting is pretty cool. I’m just a little confused on what it’s supposed to be. . .
The icons are obviously possible icons for the game I’m working, and the last render was just made for fun, but it’s cool though
Experimenting with CRT-style effects.
Quality is customisable so you can have HD or lower-quality retro VHS-style video feedback.
High quality + low colour + intense lighting - might have just discovered how to do a pseudo-halftone/“Ben Day dot” effect for retro comic-book style games.
Very low quality + low colour depth
my new game that I think is pretty cool
HOLY SHINGLES DUDE THATS EXACTLY WHAT I MIGHT NEED, thank you so much
This year, 2024, has been quite a transformative period for me in terms of game development. I started off by diving into some ambitious projects, including “Short Creepy Stories” and “Bloody Madness Combat.” Both were intriguing opportunities that seemed to promise a lot of creative freedom. However, as I got deeper into the development process, I encountered significant challenges that ultimately made it difficult to continue. After careful consideration, I decided to step away from those projects. It wasn’t an easy decision, but it was necessary for me to focus on what truly resonates with my creative vision.
In the wake of leaving those projects, I redirected my energy toward something more personal and foundational: asset creation for my future games. I’ve always believed that the key to great game design lies in the details, so I took the time to develop a first-person handler that feels as smooth and realistic as possible. This was no small feat, but the results have been incredibly rewarding, adding a layer of immersion that I’m confident will elevate my future projects.
Alongside this, I experimented with map creation—something I hadn’t fully explored before. This involved not just placing objects but understanding how to craft environments that tell a story and draw players in. As part of this exploration, I also delved into lighting and VHS effects, which have now become some of my strongest skills. I’ve learned how to manipulate light and texture to create atmospheres that are not only visually stunning but also emotionally engaging.
Moreover, I took a deep dive into UI and Sound Production, two areas that are often overlooked but are crucial for a game’s overall feel and user experience. Through this exploration, I’ve gained a newfound appreciation for the intricacies of sound design and user interface, and I’m excited about how these elements will contribute to the depth and polish of my future games.
Reflecting on the past year, it’s clear that these experiences have not only expanded my technical skills but also deepened my understanding of what it takes to create compelling, immersive experiences. I’m eager to see how these newly acquired skills will shape the projects I take on next. Here’s a look at the work I’ve done in 2024—each piece a testament to the growth and learning I’ve embraced this year.
Sound Production and UI
Remastered the SCS Theme Song. (Never got added due to some issues)
“This was my first attempt at creating a theme song, and prior to this ive only tried to make music twice. So I guess third times a charm!”
Whitebox Zombies | Dynamic Main Menu
“This was quite the tedious project to work on, however I had it done within 2 days and I say it turned out smooth.”
VHS Intro that was later added and changed in SCS
“Kharbor unfortunately changed the introduction which led to it looking poor in my opinion.”
Building and Designing Maps + Lighting Setups
First Person System + Dynamic Lighting Settings
Lost Footage | Horror game preview
I’m working on my game. Game name is “The Horror Elevator”. This game was inspired by two authors of scary elevator type games. These are ZMadZeus and MrNotSoHERO. My goal is to revive the era of such games, when many people played them in 2016-2019 in order to get nostalgic. If someone interested, link in my profile.
I’m equal parts terrified of the builds and equal parts impressed. The atmosphere you have is great.
how do you do this?
this weould be pretty useful to know
Love your work and your development philosophy. Nice one.
Amazing gui! This could potentially be used as a vision test…
thank you so much! Id like to create a youtube for devlogs soon.