“OBSCURON (yeah in all caps, I know) is a multiplayer RPG game I am developing for PC. It shares the same Sci-Fi + Fantasy world (The Norship) as most of my creative work.”

Timelapse modeling: The Norship

Continuing my Norship posts this week, here’s a timelapse video of my first pass to model The Norship.

It’s a work-in-progress (using Blender 2.8). I still have to texture, plus make changes so the model can be properly animated. My intention is to add this model into the space-skybox that players will see at night.

I managed to compress this video down to exactly 6 minutes from 90 minutes, which was edited down from an afternoon’s worth of work. I think this makes for a nice concise timelapse, so I like that.

Unity Physics and a Conundrum

Unity announced two new physics systems: The “Unity Physics” one is especially interesting because it’s deterministic by design.

Here’s a video with my pros and cons, specifically in relation to my game-project.

I hadn’t planned on updating my project to Unity 2019, because I don’t think it will be feature-stable until at least the end of the year. I am considering it though, because deterministic physics is a killer-feature, especially for a networked RPG.

It’s probably a moot point (for now) because the new physics itself is just barely alpha, but it was fun to have an excuse to mention Air Warrior from the late-80’s + early-90’s, even though that was nearly off-topic.

Mid-March Rambling about GameDev Expectations

I had some stumbles this week, which is a normal part of game development. Yet content must still continue, so rather than talk about those stumbles directly: I made a rambling video about expectations and promises in regards to game development.

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Volcano Terrain Test

I’ve been making progress, getting a bit better at the sculpting method I posted in a recent game-dev-log video. Here’s a low-poly volcano I’ve been working on.

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4 Methods for LowPoly Terrain

I’ve been learning different methods for making low-poly terrain, to match my intended flat-shaded art-style. I’ve also been enjoying the new Blender 2.8 (still in beta at this point) and I felt like sharing what I had found useful so far.

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Flowing Water Shader

An update / preview of my flowing flat-shaded water. Lots of work left to do on it but I’m so happy to get this far with it.

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Painting Weights on the Shorts

Another game development video. This time, I actually do some game development! Shocking I know. I sort out how to fix a clipping issue with my character’s shorts.

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That First Month (of Development)

My second awkward rambling video about my development on OBSCURON. Mostly about making a low-poly 3D character’s head.

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Angular Masculine Model (now with Shorts)

Some refinement on my “male / masculine” low-poly / flat-shaded character. Plus my first attempt at clothing with a simple pair of athletic shorts.

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YouTube Channel Intro

A video in which I talk briefly about my game-in-development without actually showing anything about the game (yet). Basically this is just my YouTube intro video and to launch myself into more-regularly producing video content (and promoting my Discord servera>).

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Low-Poly Water start

My game development this past week has been on pushing myself into shader code and vertex manipulation / displacement. Math heavy stuff, which is um, unlike me but that’s the challenge.

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Miserable Cold Day

This morning I am staring at stylised low-poly water shaders. I have a miserable cold which is starting to make its way out of my system but has also triggered my ocular rosacea.

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Low-Poly Facial Hair start

A first-pass attempt at low-poly facial hair. I’ll improve it, but I wanted to get the basics done to visually-test this overall style of no-mouth, no-eyes.

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Angular Male (rigged)

Here’s the next step on my “Angular Male” model: rigged and animated. The Mixamo animation I used is supposed be a “robot” dance but it’s so terrible and sloppy it looks more like a drunk attempting to do Tai chi.

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Angular Male (test)

Learning a lot as I go. It’s far enough along that I think I can try to rig and animate, plus begin to consider clothing, hair and facial hair.

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Low-Poly Body start

I had to start with the backside, because that’s the important part. Yes, I have an odd way of modelling. =)

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Low-Poly Head

I’m enjoying the UI overhaul of Blender 2.8. In making this low-poly head, my muscle-memory kicked in. For me that’s a first with Blender, which I’ve always sort of kludged-through.

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It’s an underestimate to say “I have been working on this game for awhile.” I don’t feel I have any issues with completing things, making games in particular.

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