Category Archives: Technical Artistry

Building games and working for industries has taught us a lot. Whether modeling from engineering documents or programming shaders, trust us, we have a solution that will work.

That one time I worked on a movie franchise

Working 14+ hour days and sleeping under desks is no longer a thing I care to do, but I wanted to share with folks this fun thing I helped make.  Starship Troopers: Invasion “Mobile Infantry” is still up on the store with some decent ratings. Give it a download and play some time. I worked on the UI portion. I’m proud of this, and would like to work on games again.


Streamfall Interactive at PAX Prime 2015!


This has been a happy rest while working on excellent client projects. Being at PAX, surrounded by game makers and players alike have renewed the passion and interests we have in working with games, and game engines. It’s nice to see people excited about this artform, and to see what people have been coming up with – what is on the horizon.


It’s fantastic that indies and smaller studios are so heavily represented every year at PAX. More often than not, we get to talk one-on-one with these developers and talk shop a little. One of the  games that really caught our attention was Lucky’s Tale, from the guys over at Playful Corp. ( )

Never have we experienced such a great Oculus game! This gives us such excitement and hope for the future of VR games, that they would be comfortable and fluid, as this one was (man, what a sexy camera rig they had set up!!)

Another exciting thing for us now: ECO. Yep, we’re getting into the modding community! ( Walking by in the indie megabooth was exciting, and actually playing the demo gave new ideas as to what is possible with the source code (which we purchased). Can’t wait to see what’s possible with a little bit of tinkering.

The concept of ECO is as follows: a multiplayer Minecraft-like world that is on the verge of destruction by way of meteor. Work to gather resources and progress to technologies which can protect the planet. As you progress, the world is also impacted, as the waste byproducts of your production oozes into the environment. We really love this concept, and speaks to sort of the trajectory we were going towards in the Streamfall story.

Of course, panels were also really great this year as well (with a little bit of walking across the city, to get to the different hotels and locations, no less). A culmination of different thoughts, in regards to how to better think about Streamfall the game include but limited to:

  • Includifying more of a larger community, and being aware of disabilities players may have (autism, age, poor vision, lack of money for a fancy computer, noise / flashing lights, depression, people with large fingers, color blindness, nonstandard keyboards, etc)
  • Level design (concurrent voronoi nodes not separated by paths, room creators, generating lowest level of typography, cellular automata blocks, randomization of levels in general)
  • How to better present Streamfall the game at future conventions, and how to create better and better demos
  • Start testing early and often. Keeping a mind on the fact that people tend to get cloaked in visibility when you train yourself and others to ignore them or not ask what is up with them. Remember to entreat people of all manners to test and play!

All in all, another fantastic PAX. We do plan on being at PAX South in 2016 (just as attendees again) but hope to make more connections and keep attending panel after panel so we can keep gleaning more awesome information in regards to game making.
See you then!


Bandit King

characterselect death

Your characters ( Phillip and Anita) power their way through the forest, following the footsteps of the Bandit King and his hordes. Use finger gestures to wield sword, bow, and shield to hack your way through the Bandit King’s forces in an attempt to reclaim your lost sister.

Screen Shot 2015-08-18 at 10.52.29 AM

Voronoi Pathing / Areas + Runner + SwordStack mechanics = Bandit King! This will be a preliminary mini game leading up to full releases of Swordstack during production.

These are some of our initial stream-of-consciousness drawings, thinking about overall look and UI design.

Hold on to your pants.

WIP shown here


Universal Gravitation for Science Education

This is the first iteration of what could be an interactive and fun piece demonstrating one of the most important concepts in Physics.

The force of gravity exists everywhere in the universe. This simulation shows what a bunch of particles might look like if there were nothing more massive nearby.

This was an interesting technological challenge for me because these particles are not Unity3d GameObjects. They are actually Particle Renderer particles, being cached every Update(), are then calculated (hundreds of calculations per frame), then at the end of the frame – offset based off of the calculation, then pushed back into the ParticleRenderer’s array of particles. The amount would not be possible otherwise.

I’d like to do this on either a massive scale, with the viewer watching it as they please from different scales. Or, using an astronomy database (with a limited sample), then sped up to watch the universe do its thing. I think this would a really great thing to see in a classroom or a museum.

Looking forward to working on this more.

*To view demo below, please use a browser other than Chrome.

New WebGL Version can be found here!