Expedition Zero: Lessons From Shipping My First Indie Game
Our survival game, released on Steam after years of work: what didn't work and what I'd do differently.
Our survival game, released on Steam after years of work: what didn't work and what I'd do differently.
Lessons from Megascans and our own photogrammetry scans: one realistic asset forces everything to match, so prototype first.
Satirical game concept: a pianist prisoner sneaks out, trades and solves mysteries, with the prison as the hub and a final escape act.
Story, art direction and a low-budget environment pipeline for a horror adventure in a legendary Nazi bunker complex, tested in sample scenes.
Built an "Automotive Holodeck" demo for VRgineers, a VR headset maker: hand-optimized car model, baked lighting in Unreal, Leap Motion interaction.
Low-budget teaser for our indie concept: character motion recorded with an HTC Vive straight into Unreal's Sequencer; assets later reused.