Posts by Carwash

Player Design Process

From the start of devel­op­ment, I knew Shh, Zom­bies would be cube based in its mod­els for char­ac­ters and lev­els. I’d found a pro­gram to make these mod­els, Qubi­cle (, which would allow me to con­cen­trate on mak­ing the game, and not get side tracked hav­ing to learn how to mod­el in 3DS Max. Below […]

Build Woes

This has been a dif­fi­cult week, a week I took off work to A) recov­er from the game jam and B) make an attempt at plough­ing through and get­ting loads of work done on Shh,Zombies (B being the main rea­son). Unfor­tu­nate­ly, I didn’t make as much progress as I’d hoped, but progress has been made! Things […]

Game Jam — Astronaut Sim

This past week­end, Fri 11th — Sun 13th, I attend­ed a game jam up in Luton. There was an open theme, which was great for my team as we had already come up with an idea and now didn’t need to shoe­horn in the theme to still be able to do that idea. My team […]

Shh,Zombies UI

Marek, my awe­some friend and art guy has designed some amaz­ing bits of UI for Shh,Zombies. Just take a look at these in-game screen­shots!

Shh,Zombies rebuilding of the levels

Hap­py New Year every­one! Since com­ing back from the Christ­mas break, I’ve been re-mak­ing the in-game assets to fit in the grid cor­rect­ly. Mak­ing sure that every­thing is (at min­i­mum) 1x1 grid, and scales up by at least 1 grid — so there are no places where, for exam­ple, the pave­ment takes up 1.5 grids. […]

Shh,Zombies Prototype Launch!

I’d like to offi­cial­ly announce the game I’ve been work­ing on (even though I’ve blogged about it before): Shh,Zombies! I’d also like to use this blog post for the pro­to­type launch, as well as to ask you to have a play of it, and give any feed­back of your expe­ri­ence — more on this towards […]

Unity Project Started!

A few weeks ago I embarked on a long jour­ney, what I imag­ine to be a very long jour­ney. I start­ed my first game in Uni­ty, “Shh,Zombies”. In the few weeks I’ve been work­ing on this, I’ve made a lot more progress than I had expect­ed to do! With some help from a Uni­ty dev […]

A* Path Nodes


In my last post I was talk­ing about a tuto­r­i­al I’d start­ed, writ­ten by Tim Miller from Rock­et 5 Stu­dios, as part of iDe­vBlo­gA­Day. Well, I’ve final­ly pro­gressed as far as fin­ish­ing his tuto­r­i­al! And added an ear­ly main menu. Try my (ear­ly, alpha? nah, pre-alpha!) ver­sion of ‘Lode Run­ner’ here. Still some prob­lems I’m […]

Lode Runner level

New Project

I’ve had a new idea! Well, I’ve fur­thered an old idea into a more well round­ed idea, and done some ear­ly game design. No name as yet for this, it was orig­i­nal­ly planned to be an addi­tion­al app to go with ‘Sur­vive’, my Zom­bie MMO project, but as that will A) take a very long […]

Portal 2 Steam Workshop

Recent­ly I final­ly got around to try­ing out the Por­tal 2 in-game lev­el edi­tor, and now have 2 puz­zles released on the Steam Work­shop (which can be found here). Super­Easy: Direct Link Found it easy to use, but dif­fi­cult to get a feel for how dif­fi­cult the map was for oth­ers, as I’m build­ing it […]

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