#Soledevoloper
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Made a 3D model of a katana samurai sword in less than a day.








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Finally finished my 3d sniper rifle in blender
#gamedevelopment#trending#ftw#blender#soledevoloper#gamedev#Important#lifechanging#sniperifle#gamedesign#3D
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It's high noon, and I finally finished my 3D revolver.
#onthisday#gamedevelopment#australiangamedevoloper#trending#foryou#ftw#3d#3dart#soledevoloper#gamedev#blender
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Featuring some Arched text and other colorful and creative text I made myself in photoshop.
#viral#onthisday#gamedevelopment#australiangamedevoloper#trending#indie#2d#ftw#lifechanging#important#foryoupage#photoshop#graphic design#soledevoloper#gamedev
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On this stormy night, you find shelter, but at what cost? Your time to see my portfolio piece and admire the stormy nature of my project, yay!! In this project, I made a simple and short level design project of the player navigating through a tiny forest on a stormy night who will then find a mysterious cabin to stay in.
This project was designed not to be the next game on the market, but to flex my level design skills with particles, and for the first time to use Tree Creator and wind zone to create trees and wind respectfully. The assets (including the fps controller and one of the trees) are mostly borrowed from the Unity asset store, except for the trees I created (which will be shown one by one later in the video).
WHAT I LEARNED:
· How effectively I can use the Tree Creator to create main roots, growth, leaf frequency and growth, textures, branches, LOD, how effective are they in the wind, size (including leaves), and crankiness of branches of trees
· About how to use the wind zone for the first time and how effective and complex it is to use to enable to blow the trees around like the real-life wind.
· How I can make small particles float around until they reset their starting position to play the particle again.
· How I can shape particles. E.g. the dust flying around and the rain particles falling respectfully.
· Rotating around skyboxes to fit in with the scenes better. · Using code to make a randomized range with an enumerator to flick the lightning (directional light) between 15- 20 seconds.
· How effective using flare lights can be used to get players' attention from a distance,
WHAT I IMPROVED:
· I improved on mixing different terrain textures with each other to make it seamless and blended together as possible.
· I managed to control how high and low the terrain is to distinguish which are hills/mountains and walkable areas.
· Getting a better hang with the lighting and post-fx respectfully.
· Snapping modular pieces such as planks and steel roofs to corners of the little house to reduce z-fighting visuals.
WHAT I COULD HAVE DONE BETTER?:
· For rain particles, I could have added a splash particle when the rainwater collides with the terrain to make it more realistic and alive instead of it going through the ground.
· Not all the trees look exactly what I call “natural” trees, some looked a bit randomized with branches and a little bit blobby, so I will need to practice with the Tree Creator in the future to get better realistic trees.
· I would need to be careful how many leaves and branches are attached to the trees, otherwise, it will increase the polycount in the scene and crash the game.
· I only used a minimum of post fx this time because I thought without the player having a flashlight or lamp posts around, the player would struggle to find their way around if the post fx is too dark. So next time I should have a flashlight or lamp posts for the player to navigate around and use more post fx to enable me to use more of my creative freedom of it.
OVERALL:
Not only was this something a little different and a good exercise to improve my level design skills including sculpting the terrain and creating particles, but to try out new things like using the tree creator to create trees and using the wind zone to control how much wind to blow trees. Next time I may need to practice on the terrain editor and tree creator more to create more unique trees and terrain or just simply create trees and land from modular sets instead all respectfully, but that would depend on the next game I will be making. Overall- good exercise to expand my level design toolbelt.
#soledevoloper#australiangamedevoloper#indiedev#gamedev#gamedevelopment#indiegames#indie#indiegame#indiegamedev#indiegaming#game dev#design#project#walking simulator#fps#level design#unityengine#indie games#AustraliamGameDevoloper#game development#Soledevoloper#pcbuild#firstpersonshooter#designer#game design
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Post mortem for Industrial Run
https://adamtheamazing.itch.io/industrial-run Type: Product Genre: Side scroller/platformer Engine: Unity. Released: 11/6/2025. Last updated: 13/6/2025. Learned from: Originally from Diploma of Digital and Interactive Games (2018), but recently decided to expand it.
Before moving further towards my game dev journey, I wanted to exercise my game and level design skills. I decided to dig out one of my old assessments from my hard drive and expand on it instead of starting a new project from scratch. I also wanted to make a project that can demonstrate the 3D assets I created and my creativity in action.
Originally it was going to be a quick exercise, but due to some issues, it end up taking almost a year to expand it. I had to make sure the game was polished and running as smooth as possible.
This time: I didn’t code as much, and a few of my 3D assets are in the game such as the Glue Cannon, Lightsaw, Security Bot, Security door, and Giant pistons.
Originally the project had 1 level and few sounds. Now the new project has many sounds,9 levels, main menu, and a finish scene.
WHAT WENT WELL?:
Despite some of the 3D models have a higher poly count than others like the Pistons, I was able to make the levels short and run above 60 fps as possibly.
I managed to make and edit particles respectfully like smoke, fire, Glue Cannon particles and sparks really well due to what I learned about making particles last year. Doesn’t include electricity sparks for Tesla coils since I followed a tutorial to help me make it years ago.
For the first time I added a level select menu and a button that takes Players to my home game site.
Despite doing minor code changes, I managed to work around the code that my past programming teacher did. For e.g., I tweaked the checkpoint system to make a sound once when the Player collides with it instead of it sounding multiple times. I changed code for the big button by the Security Door to only press down and activate when a crate has collided with it instead of the Player.
I worked around making sounds activate within the animation instead of code. Good e.g. is the Security doors, once the door activates the animation, it enables a Game object to play a machine moving sound. Once it reach’s the end, It disables the game object and enables a new Game object to play a machine stop moving sound.
I created a endless loop of the player’s character running animation on the platforms on the main menu with the help of a project I made few years ago called Roller ball.
I edited some sounds with Audacity to fit with the game as possible.
WHAT I LEARNT:
• Not much new things I learnt this time, but one thing is I have to think twice before working on a new project. I need to think about... - What good would it do for me? - What new things I will learn? - Is it worth taking months or years on the project.
WHAT WENT WRONG AND WHAT COULD I HAVE DONE BETTER?:
I didn’t realise at the last second that the Pistons had big poly count, I had to tone down the amount of Pistons in the levels so it doesn’t affect the frame rate. I could have reduced the Polycount of the pistons, but it was already animated and I didn’t want to risk anything happening to the Pistons like it not animating or something like that.
I did a lot of breaking the prefabs that were attached to what I made were level prefabs containing all the 3D assets each level, next time I will not make level prefabs and just make a group contacting each type of prefab like I have done before. Once the prefab is broken, I had to manually update the prefab nearly each level rather than clicking “apply” each prefab .
The Player jumping on Pistons is a little sluggish, I could tweak the jumping code to be more responsive, except its not my code, so I don’t want to be breaking any major code. I may need to make a mechanic in future that the Player can still jump and move well on moving platforms.
I tried to do Occlusion Culling, but it only seem to do minor improvements with the fps, Maybe I didn’t do it correctly or the assets already in the game are not designed to be LOD and blend with Occlusion Culling. I will need to understand it more in order to make noticeable fps improvements.
Making the short trailer for the game for the first time was a last min result, I need to plan and prepare more of what the trailer may showcase, sounds, music, possible cutscenes and what sells it compared to its similar recent competitors.
In the trailer, I don’t think I recorded the right wxh resolution of the video which made the it look outdated, I will need to adjust the record settings to fit on modern wxh resolutions that will fill the entire screen.
I accidently recorded the Mouse in the trailer, I should have the game turn the cursor off or move the cursor off screen and not touch it until recording is done.
Some sounds that that should be heard first (e.g. touch Finish flag), should have a bigger priority to be heard than other sounds, I will need to make sure sound priorities are set properly in the future.
I noticed they were missing faces on the Piston, at the time I thought players wont see that error, but I was wrong. I am going to let it go this time.
I think I should have spent more time getting players parameters and Pistons polished, it has few minor issues that cause the movement including jumping to be sluggish. I spent most of the time making levels rather than Player movement testing. I should REALLY spend more time with the core mechanics like Player movement as possible.
OVERALL:
• Despite this taking longer than expected, I learnt what I can do better next time, things I should consider improving, and what not to do.
It was a fair good exercise, but I do not want to dawdle any further, since I’m still working towards a commercial product rather than a free product.
This project is a definite reminder for me to prioritize Core mechanics rather than level mechanics since I have been building test projects for a long time.
#dystopia#dystopian#newgame#sidescroller#platformer#3d#indie#hardgame#singleplayer#gamedev#gamedeveloper#gamedevelopment#soledevoloper#gamedesigner#important#ftw#indiedev#unity#australiangamedevoloper
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https://adamtheamazing.itch.io/industrial-run
Introducing my latest game: Industrial Run!
Based on one of my assessments of my 3rd game course.
Escape from containment through 9 challenging Sectors dodging Lightsaws, Rogue Cannons that shoot hot glue, patrolling Security Bots, Tesla coils, and Giant crushing Pistons!
Can you make it too the end without losing your insanity? Than come and play this free game and challenge yourself!
#dystopia#dystopian#newgame#sidescroller#platformer#3d#indie#hardgame#singleplayer#gamedev#gamedeveloper#gamedevelopment#soledevoloper#gamedesigner#important#ftw#indiedev#unity#australiangamedevoloper
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First time making a 3d humanoid character in 1.5 years. Made in Blender and pixel-texture painted it.
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Completed a short online course from Unity!
More info on the project part of the course and what I learned right here: https://lnkd.in/gEstJSf3
#gamedev#indiedev#gamedevelopment#indie hashtag#soledevoloper#australiangamedevoloperg#gamedesigner#ftw#unity#important#TwinStickShooter#ironman#spiderman#casualgames#casual#iphone#android#ios
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Kick-starting the year, I finally finished my 3D Khopesh based on the ancient sickle sword from ancient Egypt.
Loosely based on the real sword, however this sword is about as big as a long sword and is ancient gold.
#gamedesign #indie #ancientegypt #sword #egypt #pharoah #soledevoloper #ftw #blender #3d #gamedesigner #gamedev #indiedeveloper
#gamedev#indie#soledevoloper#gamedevelopment#indiedev#australiangamedevoloper#ftw#important#gamedesigner#3d#sword#egyptian pharaoh#ancient egypt#egypt
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My battle royale prototype is 50% complete.
So far I built the whole level, Player movement, Player shooting pistol, machine gun, and shotgun, weopon pickups, and obstacle creation similar to fortnite.
Next: more weopons, fix player shooting and movement, multiilayer and much more!!!
Player movement and shoot will be improved and fixed respectfully next year.
#gamedev#indie#soledevoloper#indiedev#gamedevelopment#australiangamedevoloper#ftw#important#gamedesigner#battle royale#fortnite
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It's time to go classy this time with my next Photoshop exercise. I decided to experiment with making different Polaroid images in PhotoShop with some 2d assets I borrowed online (credited) and one of my old pics. Vintage Swirl by Armagadon. Istock photo (612x612) by Ninell Art.
#Photoshop#2D#viral#foryou#important#ftw#indiedeveloperg#indie#photoshopeditingg#indiedev#gamedev#soledevoloper#GraphicDesign#Gamedesigner#Australia#Vintage#polaroid#Youtube
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It was not the first time I used Bevels and Emboss in Photoshop, but I decided to make four wood lions on a wood texture like if it is a door or a wall. which version do you like? Wood by FWStudio.
#Photoshop#2D#viral g#foryou#important#ftw#indiedeveloper#indie#photoshopediting#indiedev#gamedev#soledevoloper#GraphicDesign#Gamedesigner#Australia
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I present to you GIF animations!!
I haven't experimented with making GIFs in Photoshop since like 2017 or 2018, so I thought I might as well practise making some unique GIFs in Photoshop today. Here you can see the GIFs I experimented with, which may be useful during game development.
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#Photoshop#2D#viral#foryou#important#ftw#indiedeveloper#indie#photoshopediting#indiedev#gamedev#soledevoloper#GraphicDesign#Gamedesigner#Australia#GIFS#Animation#Youtube
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I tried some experiments with making blurs in Photoshop with two images. Which ones are your favorite?
Credits: By Adam House. Outback Thunder Monster truck pic taken by Monster Trucks Australia (2008). Selfie was taken behind the train by me (2015).
#photoshop#2d#viralvideo#foryou#important#ftw#indiedevelopers#indie#photoshopediting#indiedev#gamedev#blur#soledevoloper#graphicdesign#gamedesigner#australia#train#monstertruck#Youtube
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Did some Photoshop Reflection with an old picture of me (2011) and a traditional Aussie greeting text. Maybe one of the best works I've ever done.
#Photoshop#2D#viral#foryou#important#ftw#indiedeveloper#indie#photoshopediting#indiedev#gamedev#soledevoloper#Reflection#GraphicDesign#Gamedesigner
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