Block Busters

Knock your friends or foes into oblivion in Block Busters! An exciting & chaotic brawler where up to 4 players bust their way to victory!

Working on Block Busters was a real challenge, most of us in the team hadn't released a game earlier, everyone worked from a distance and we were only 4 people developing the game the majority of the development time.

I joined in to work on Block Busters in an early alpha stage, the team had been working on it on and off for quite some time and we decided to give it a go and push the game further for release.

 

Originally the development time was estimated to be around 3-5 months, but since most of the team where working on this as a passion project on the side we had to extend the development time into almost a year.
 

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Working with the characters
 

Concepting and creating characters on the go was challenging but a really enjoyable experience for me. During our meetings we discussed characters that we wanted to add, and I would create either 2D concepts or if the idea was super clear I would go straight ahead on creating a quick model for testing. If the team was happy with it I would continue to iterate on the models based on feedback from my team until they were completed.

One of the trickier parts when creating the more organic characters was to figure out good ways to portray them as cube shapes to have them fit on the grid. I did different iterations on the models and tried different sollutions to see what would be a good fit for the game, always testing back and forth between the modeling software and the engine.

Developing the artstyle
 

Overall, one of the things I would do different is to go back and iterate on some of the models and visuals to keep the artstyle more consistent. We worked on the games visual identity throughout the development time and the further we got the more solid the artstyle became, and being only 2 artists on the project it left us with almost no time to go back to do iterations. If we were to go back into developing the game further I would want to do a visual overhaul.
 

“Block Busters is the next Rocket League in that it is a unique experience unparalleled on the market with incredibly polished gameplay, an intuitive UX/UI and stunning graphics. This is a hook that will keep you reeled with its competitive nature and hilarious cosmetics.”
James "The Cross Button" Troughton

 

                 Contributions
 

  • Character art

  • Concepting

  • Props

  • Animations

  • Environment

  • Game design

  • UI Elements

  • Iconography

  • Marketing materials

  • Community Manager

                 Project Details

Realeased:
2020
Project Length: 2019-2020
Game Engine: Unity
Platform: Steam (PC)

Team size: 4-5
Responsibilities:

  • Character art

  • Concepting

  • Props

  • Animations

  • Environment

  • Game design

  • UI Elements

  • Iconography

  • Marketing materials

  • Community Manager