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  • The 3D Animation Pipeline: From Modelling to Rendering in Mukago

    The 3D Animation Pipeline: From Modelling to Rendering Mukago

    Mukago Episode 1 – Learning Experience and Building a Team

    Introduction

    Producing a 3D animated series is a complex, challenging, and deeply rewarding process. For Mukago, the first 3D animated children’s series produced by Crossroads Digital Multimedia in Uganda, the journey marked a historic milestone for both the studio and the country’s animation industry.

    Beyond creating engaging stories for young audiences, the project became a breakthrough in building a complete 3D animation production pipeline while developing the skills of a largely junior team.

    Nearly 95% of the animators were learning while working directly on the production. The process allowed the team to gain hands-on experience in the full workflow: modeling, rigging, animation, texturing, lighting, and rendering.

    Episode one therefore became more than just the beginning of the story—it became a training ground where a new animation team was built from the ground up.

    "Mukago was not only a production project, it was a classroom where a new generation of Ugandan animators learned by doing."

    Modeling: Bringing Characters to Life

    The modeling stage laid the foundation for the entire series. The process began with concept drawings created by the concept artists, including character poses and facial expressions.

    These drawings served as a visual guide for the 3D artists as they translated the characters from 2D illustrations into fully realised 3D models.

    Four main characters were developed for the first episodes. Several modeling iterations were created and tested to refine proportions, expressions, and character style.

    Concept drawings provided the visual guide for creating the Mukago characters in 3D.

    Modeling required more than just creating shapes. Artists had to consider how characters would move, express emotions, and interact with their environment during animation.

    Episode one became a benchmark for the production pipeline, where the team tested different modeling approaches before settling on the final style.

    Early modeling tests helped refine proportions and character design.

    Rigging: Structuring for Movement

    Rigging is the process of building the digital skeleton and control systems that allow characters to move and perform actions.

    This stage proved to be one of the most technically challenging parts of the production.

    Because many of the animators were still learning, the rigs needed to be simple, intuitive, and flexible, allowing junior animators to animate without technical limitations.

    Rigging creates the controls that animators use to move characters.

    Rigging for the first episode required extensive testing and adjustments. Each character had unique proportions and expressions, meaning the control systems had to be carefully refined.

    Through this process, the team gained valuable experience in character setup and animation readiness.

    Rig testing helped ensure characters moved naturally during animation.

    Texturing: Adding Colour and Personality

    Texturing brings characters and environments to life by applying colours, materials, and surface details to the 3D models.

    Although this stage was less technically demanding than rigging, it remained critical in defining the visual personality of the series.

    Artists conducted research and received guidance from experienced digital painters who helped them transition their traditional painting skills into 3D workflows.

    The team primarily used Substance Painter, and although many artists were using the software for the first time, they quickly learned how to create materials and layered textures.

    Texturing gave the characters their final personality and visual identity.

    Lighting and Unreal Engine Integration

    Lighting is one of the most important elements in visual storytelling. It helps establish mood, depth, and atmosphere in every scene.

    During the production of Mukago, the team explored the use of Unreal Engine for real-time lighting and rendering.

    This allowed artists to preview lighting changes instantly and adjust scenes quickly during production.

    Real-time lighting in Unreal Engine allowed faster scene adjustments.

    The project also benefited from international mentorship. Andree Maxwell, CEO of Promethean AI, provided valuable technical support and guidance.

    The connection began when the Crossroads team attended the THU Festival in Malta in 2019, where they met Andree Maxwell. Later, he visited Uganda with his team to support the studio’s production process.

    Mentorship helped strengthen the team’s technical workflow.

     Animation and Rendering: The Most Time-Intensive Stage

    Animating the first three episodes became an even greater challenge during the COVID-19 lockdown, when the team had to work remotely.

    Many junior animators were still in training, and without direct supervision the team relied heavily on online reviews, shared videos, and digital feedback.

    Despite these challenges, by episode three the team’s skills and production pipeline had improved significantly.

    Rendering, however, remained the most time-consuming part of the process.

    Several rendering techniques were tested to reduce production time, but many of them did not produce the expected improvements.

    Unreal Engine eventually provided a partial solution by enabling real-time rendering previews, though adapting rigs and scenes to work effectively within Unreal required additional experimentation.

    Real-time rendering allowed faster feedback during production.

    Conclusion

    The production of Mukago became a powerful learning journey for Crossroads Digital Multimedia.

    Each stage of the animation pipeline—from modeling and rigging to texturing, lighting, animation, and rendering—required creativity, experimentation, and teamwork.

    Episode one played a critical role in building both the production pipeline and the animation team itself.

    By the third episode, the workflow had stabilized and the team had gained valuable professional experience.

    Mukago therefore represents more than just a children’s animation series. It marks an important step in the development of Uganda’s animation industry and demonstrates that, with mentorship, dedication, and collaboration, high-quality animation production can emerge from growing creative industries.

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    Mukago Children’s Animation Series

  • World-Building in 3D: African Neighbourhoods and Playgrounds

    World-Building in 3D: African Neighbourhoods and Playgrounds

    Translating African-Inspired Environments into the 3D Animation of Mukago

    World building plays a central role in animation because it defines not only where characters exist, but how they think, move, and interact. In Mukago, produced by Crossroads Digital Multimedia, world-building was treated as both a creative process and a cultural responsibility. The series set out to design African neighbourhoods and playgrounds that feel authentic, emotionally familiar, and recognisable to African children.

    Instead of constructing generic fantasy settings, the creative team grounded Mukago in real African environments. The world reflects the textures, rhythms, architecture, and social life of everyday communities. The aim was not to replicate a single country or town, but to create a composite African neighbourhood one that feels broadly relatable across the continent.

    Concept Art and Cultural Memory

    The foundation of the world-building process began with concept art. Before any 3D modelling, artists studied real-life African towns, urban spaces, and village settings. They examined brick houses, iron sheet roofs, painted walls, shared compounds, narrow footpaths, dusty playgrounds, roadside kiosks, trading centres, schools, churches, water points, and small shops. Vegetation such as banana plants, cassava gardens, and open fields also informed the visual direction.

    The goal was to design environments rooted in cultural memory. African neighbourhoods often centre around communal life rather than isolated suburban layouts. Children play within sight of their homes, elders sit outside, and daily activity unfolds in shared outdoor spaces. This openness and visibility became essential to the storytelling.

    Colour choices reinforced this authenticity. Earth tones ,warm browns, dusty reds, and soft greens formed the base palette, while vibrant clothing, painted signage, and playful objects added contrast. This balance kept the environment grounded while maintaining visual appeal for young audiences.

    Playgrounds as Cultural Spaces

    In Mukago, playgrounds are not manufactured parks with metal equipment. They are improvised spaces shaped by imagination. Open fields become football pitches. Clearings become gathering spaces. Dirt roads transform into running tracks. Tyres, sticks, stones, and handmade toys become instruments of play.

    This reflects the creativity of African childhood, where resourcefulness often replaces formal infrastructure. Environmental concept art mapped play zones, adventurous but safe terrain, and natural obstacles that encourage exploration. These spaces were not designed as decorative backgrounds; they actively influence the narrative. The terrain creates challenges that inspire problem-solving and STEAM-based learning within the story.

    From Concept Art to 3D Production

    Once approved, the 2D designs were translated into 3D environments. This transition required careful interpretation to preserve authenticity while remaining efficient for production.

    A modular design strategy allowed the team to build scalable environments. Reusable house models, adjustable textures, interchangeable architectural elements, flexible vegetation assets, and movable props ensured visual variety without excessive asset creation. This approach supported sustainable production for multiple episodes.

    Technical mentorship also played an important role in refining the workflow. Andrew Maximov, founder of Promethean AI, provided technical guidance to the team, particularly in optimising environment workflows within Unreal Engine. This mentorship strengthened the team’s ability to translate culturally rich designs into efficient, high-quality real-time environments.

    Textures were intentionally imperfect weathered walls, uneven ground, faded paint, and subtle dirt overlays. These details prevented the world from feeling artificial or overly polished. Lighting was designed to reflect equatorial sunlight bright yet warm enhancing depth while keeping the tone friendly and accessible for children.

    Environmental Storytelling

    In 3D animation, environments are dynamic and interactive. Camera angles were often positioned at a child’s eye level, reinforcing immersion and relatability. Spatial design supported narrative pacing: open fields enabled energetic movement, narrow paths introduced tension, elevated ground aided orientation, and gathering spaces encouraged dialogue and collaboration.

    The environment functions as an active storytelling tool rather than a passive backdrop. It shapes character movement, influences emotional tone, and contributes to problem-solving moments within the series.

    Emotional Belonging and Representation

    A key goal of Mukago’s world-building was emotional recognition. African children rarely see their own neighbourhoods accurately represented in global animation. By recreating familiar surroundings—dust rising during play, shared compounds, informal boundaries—the series fosters a strong sense of belonging.

    This recognition builds psychological ownership. The animated world feels like home rather than a distant fantasy. Through careful design, the series affirms that African childhood deserves detailed and respectful representation.

    Inclusivity and Accessibility

    World-building also supported inclusivity. The environment was designed to allow Yuhi, a wheelchair user, to participate fully in all activities. Gradual slopes, navigable surfaces, and accessible communal spaces were integrated seamlessly into the design. Accessibility was not highlighted as spectacle but embedded naturally into the environment, reinforcing equality.

    Technical Balance and Sustainability

    From a production perspective, the team balanced visual richness with efficiency. Optimised polygon counts, reusable textures, light baking, and strategic layering maintained professional quality while remaining practical within African production contexts. This ensured that artistic ambition aligned with technical feasibility.

    World-Building as Identity

    Ultimately, world building in Mukago extends beyond aesthetics, it represents cultural positioning. By transforming African neighbourhoods and playgrounds into carefully crafted 3D spaces, the series challenges stereotypes and minimalistic portrayals. It presents African community life with dignity, nuance, and cinematic care.

    These environments do not simply host the story; they shape it. They influence character choices, generate obstacles, and reinforce themes of collaboration and ingenuity.

    Conclusion

    The world of Mukago is built from observation, memory, and cultural respect. Through thoughtful concept art, modular design, authentic texturing, inclusive planning, and strategic production techniques, African neighbourhoods are transformed into vibrant 3D animated spaces.

    In doing so, Mukago achieves something powerful. it allows African children to see their everyday environments reflected with pride and care. The world building is not fantasy, it is recognition. And in animation, recognition carries lasting impact.

     

     

    Mukago Children’s Animation Series

  • STORYBOARDING MUKAGO: MAPPING THE EPISODES

    STORYBOARDING MUKAGO: MAPPING THE EPISODES

    How storyboards were created for the first episodes, integrating local games and educational STEAM lessons.

    Storyboarding Mukago: Mapping Play, Culture, and STEAM Learning

    The creation of Mukago, a children’s animated series, represents an original approach to blending cultural storytelling with educational innovation. Inspired by African traditional games and interwoven with STEAM principles (Science, Technology, Engineering, Arts, and Mathematics), Mukago seeks to entertain, educate, and empower young viewers. Central to the series’ development was the storyboarding phase, which served as the critical bridge between concept and production. This stage allowed the creative team to transform abstract ideas into a concrete, visual plan that ensured each episode was engaging, culturally authentic, and educationally meaningful.

    Concept and Purpose

    Mukago follows four eight year old friends Keke, Lulu, Yuhi, and Petit, as they navigate everyday challenges in their community through games and creative problem solving. Each episode centres around a local African game, using its rules, rhythm, and social interactions as a foundation for storytelling. The characters encounter challenges that require the application of STEAM concepts learned at school, demonstrating how knowledge can solve real world problems.

    The series promotes learning through play, encouraging creativity, collaboration, critical thinking, and emotional intelligence. By preserving traditional games and reimagining them through animation, Mukago celebrates African heritage while providing an accessible and relatable educational experience.

    Main Characters

    • Keke:  A mischievous and impulsive boy whose curiosity often drives the plot.
    • Lulu: Keke’s thoughtful twin sister, who uses logic and observation to guide solutions.
    • Yuhi: Energetic and competitive, bringing athleticism and playful tension to challenges.
    • Petit: Sensitive, inquisitive, and emotionally expressive, often providing unexpected insights.

    These personalities were essential in shaping how storyboards translated narrative, education, and visual action into cohesive episodes.

    Storyboarding Mukago: The Process

    The storyboarding process for Mukago’s first episode was more than drawing frames, it was a creative workshop where play, culture, and learning joined. Storyboards functioned as dynamic thinking tools, helping the team to:

    • Visualise narrative flow and pacing
    • Embed STEAM concepts naturally into the story
    • Align character actions with educational and cultural objectives
    • Communicate the creative vision to animators, directors, and educators

    This approach ensured that learning emerged organically from the story rather than through direct instruction, creating a discovery-based experience for children.

    Episode Mapping: The Four-Pillar Structure

    Each episode was structured using four guiding components:

    1. The Local Game: A traditional African game that anchors the episode.
    2. The Everyday Challenge: A relatable obstacle encountered in the characters’ community or play.
    3. The STEAM Concept: A simple, age-appropriate principle linked to school lessons or practical problem-solving.
    4. Resolution Through Play: Demonstrating how the game and STEAM thinking work together to solve the challenge.

    This framework allowed for consistency across episodes while maintaining creative flexibility, giving children a predictable rhythm of problem, exploration, and solution.

    Integrating Local Games

    Before translating games into storyboards, the team conducted thorough research to document:

    • Game rules and objectives
    • Physical movements and action sequences
    • Rhythms, counting systems, and spatial arrangements
    • Social interactions and cooperative dynamics

    These elements were then converted into storyboard panels, emphasizing:

    • Authentic Movement: Capturing playful action and energy.
    • Social Dynamics: Highlighting teamwork, competition, and communication.
    • Narrative Pacing: Sequencing trial, error, and discovery to scaffold learning naturally.

    Grounding episodes in familiar games ensured cultural authenticity and allowed children to see their own play and environment reflected on screen.

    Embedding STEAM Lessons

    STEAM integration was intentional, occurring at the storyboard stage rather than being added post-production. Storyboards highlighted natural learning moments, including:

    • Observation: Identifying the problem
    • Brainstorming: Generating ideas and solutions
    • Experimentation: Testing through action or play
    • Reflection: Evaluating outcomes and understanding “why”

    Complex concepts were communicated visually and through concise dialogue, allowing children to engage in discovery-based learning.

    Character-Driven Storytelling

    Character personalities guided storyboard design and scene pacing:

    • Keke: Sparks action or conflict through impulsivity
    • Lulu: Organizes ideas and guides solutions logically
    • Yuhi: Adds competitive energy and physicality
    • Petit: Offers emotional insight and novel problem-solving

    This approach ensured that the learning journey felt natural, as children observed characters experimenting, making mistakes, and achieving success together.

    Case Study: Episode 1 – “Finding the Ball”

    This episode demonstrates the storyboarding methodology in practice:

    • Local Game: A dodgeball variation where a central player dodge throws while stacking stones.
    • Challenge: Keke throws the ball too far, and the group becomes lost in tall grass.
    • STEAM Integration: The children apply geography and reasoning, creating a simple map, identifying landmarks (hills, swamps, churches, trading centres), and discussing direction and distance collaboratively.
    • Resolution Through Play: Using their map, the children navigate the terrain and retrieve the ball safely.

    Storyboard panels break the story into sequential visual steps problem identification, planning and experimentation, and reflection demonstrating how STEAM thinking can solve real world challenges through play and cooperation.

    From Storyboard to Production

    Finalised storyboards served as master drawings for the production pipeline, guiding

    • Scene layout and composition
    • Animation timing and movement
    • Camera angles, transitions, and continuity
    • Communication across writers, directors, animators, and educational advisors

    By carefully mapping these episodes, the Mukago team established a scalable model for a series that consistently delivers:

    • Entertainment: Through humour, adventure, and relatable characters
    • Cultural Identity: Preserving and celebrating African games and heritage
    • STEAM Learning: Demonstrating practical problem-solving in everyday contexts

    The integration of play, culture, and education ensures that Mukago not only captivates young audiences but also empowers them to see learning as an enjoyable and meaningful part of their world.

    Mukago Children’s Animation Series

  • Creating Relatable Characters for African Kids

    Creating Relatable Characters for African Kids

    Inside the Character Development of the Mukago Series

    The Mukago animated series is built on a clear and intentional creative vision, to place African children, in all their diversity, at the centre of storytelling. Developed by Crossroads Digital Multimedia, the series recognises that for African children to truly connect with animation, characters must reflect their real environments, behaviours, and emotional experiences. Rather than borrowing character formulas from foreign animations, Mukago grounds its characters in lived African childhoods, everyday play, and authentic social interaction.

    From the earliest stages of development, the creative team understood that strong character design would determine the success of the series. Relatability was prioritised over spectacle. The goal was not to idealise childhood, but to present it honestly, including its imperfections. Children in Mukago argue, compete, boast, fail, reconcile, and grow. These moments of weakness and learning are what make the characters believable and emotionally engaging for young viewers.

    Grounding Characters in African Childhood Realities

    Character development in Mukago began with observation and reflection on how African children interact in neighbourhoods. The team drew inspiration from traditional games, informal competitions, conflict resolution styles, and friendships formed through shared experiences. These insights shaped not only character personalities, but also body language, gestures, dialogue rhythms, and emotional responses.

    Each character was intentionally designed to represent a different way of thinking and problem solving. This diversity reinforces the idea that collaboration and community are strengthened by differences in personality, ability, and perspective. Instead of presenting a single “hero” model, Mukago celebrates teamwork and collective intelligence.

    The Core Characters of Mukago

    At the heart of the series are four main characters, each representing distinct strengths and learning styles.

    Yuhi, an eight-year-old intelligent and competitive athlete, is the central character and one of the most groundbreaking aspects of the series. As a wheelchair user, Yuhi challenges common stereotypes about disability in children’s media. Importantly, she is not defined by her wheelchair. Her intelligence, strategic thinking, leadership, and love for physical challenges take centre stage. Her mobility device is presented as a natural part of her daily life, not a limitation. Through Yuhi, the series communicates that strength comes in many forms and that adaptability and innovation are key to problem solving.

    Lulu, Yuhi’s close friend, is witty, expressive, and emotionally intelligent. She serves as the emotional compass of the group, often sensing tension and helping resolve conflicts through communication and empathy. Lulu demonstrates that leadership does not always come from dominance or competition, but from understanding others and managing emotions. Her character highlights the value of emotional intelligence in teamwork.

    Keke, Lulu’s twin brother, is mischievous, curious, and experimental. He enjoys testing boundaries and bending rules, which sometimes creates conflict but also drives creativity. Keke represents children who learn through trial and error. His character shows that experimentation and risk taking are essential for innovation when balanced with responsibility and teamwork.

    Petit begins the series as a privileged and temperamental child who struggles with fairness, sharing, and losing. However, his character arc is central to the theme of growth. Over time, Petit learns patience, collaboration, and respect for others. His transformation demonstrates that change is possible and that failure is an important part of learning and personal development.

    Inclusivity Through Storytelling and Design

    Inclusivity in Mukago is embedded naturally into the narrative rather than presented as a lesson or moral instruction. Differences among characters are not overexplained. Instead, children absorb values of respect, inclusion, and cooperation through observation and storytelling.

    Visually, the characters are designed with clear silhouettes, expressive faces, and everyday clothing inspired by African settings. The designs avoid exaggerated fantasy features, making the characters easier for children to recognise and relate to. Body language and facial expressions are carefully animated to support emotional clarity, including for children with different learning abilities.

    Special attention was given to animating Yuhi’s wheelchair. The animation team researched real wheelchair movement to ensure accuracy, dignity, and fluid integration into action scenes. This reinforces Yuhi’s role as an equal participant in all activities and adventures.

    Language, Voice, and Emotional Authenticity

    Dialogue and voice performance play a crucial role in making Mukago relatable. Scripts are written using language patterns familiar to African children, capturing the rhythm, humour, teasing, and energy of everyday play. Voice actors are encouraged to perform naturally, allowing the characters to sound like real children rather than scripted figures. Laughter, frustration, excitement, and playful banter are intentionally included to strengthen emotional connection.

    Characters as Tools for Learning

    Beyond entertainment, Mukago uses its characters as vehicles for STEAM-based learning. Each character represents a different stage of the problem-solving process. Yuhi models analytical and strategic thinking, Keke represents experimentation, Lulu brings emotional awareness and creativity, and Petit demonstrates learning through failure and growth. Together, they reflect real-world learning cycles: identifying problems, testing ideas, making mistakes, and improving solutions.

    Broader Impact and Conclusion

    The characters of Mukago extend their impact beyond the screen. For African children, seeing characters who look, speak, and behave like them fosters confidence and a sense of belonging. For children with disabilities, Yuhi provides rare and meaningful representation, while also promoting empathy and understanding among all viewers.

    In conclusion, Mukago represents a new direction for African children’s animation, one rooted in authenticity, inclusivity, and lived experience. By portraying difference as a strength and grounding its characters in African realities, the series entertains, educates, and empowers. Mukago redefines representation in African animation by showing that relatable characters can inspire critical thinking, collaboration, and the imagination of better futures for African children.

    Mukago Children’s Animation Series

  • The Birth of Mukago: Ideation & Inspiration

    The Birth of Mukago: Ideation & Inspiration

    1. Origins: A Vision Takes Root

    My lifelong passion for animation began in childhood, fuelled by global classics like Tom and Jerry. While these stories were geographically distant, their artistry ignited my imagination and planted a dream to create animated worlds where African children could see their own realities reflected.

    This dream became the foundation for Crossroads Digital Multimedia. Since our incorporation in 2011, our award-winning Ugandan studio has been dedicated to telling authentic African stories, broadening diversity in animation, and creating opportunities for youth and marginalised communities through skills development.

    Our early journey was built on resilience. We produced acclaimed short films that earned recognition, but we sought a more sustainable model. We realised that a long form children’s series, rooted in local content, could provide stability and generate employment across the entire animation pipeline from pre-production to post-production.

    After extensive visual exploration and concept testing, Mukago emerged. The name, meaning "friendship" in several African languages, perfectly summarises the series’ mood. It represents our commitment to storytelling grounded in community, shared experience, and the vibrant imagination of African childhood. We envisioned a series that mirrors the environment, values, and cultural richness of its audience, showing children solving everyday problems through creativity and teamwork. This vision was the true seed from which Mukago series.

    2. Ideation: From Concept to Culture

    The ideation of Mukago underwent a significant evolution. Initially, we conceived a creature, based cartoon set in an underwater world, believing that animating cartoon fish characters would be technically simpler than handling human characters in a 3D series.

    Changing the Mukago Characters to Children human cartoon

    A pivotal intervention from Rita, the series' writer and director, challenged this direction. She noted that while fish might be easier to animate, our primary audience, African children might struggle to connect with them deeply. This sparked a crucial creative shift.

    We redesigned the concept around human, like cartoon characters. Upon sharing designs for four main characters with our team and a test audience, the response was overwhelmingly positive. The feedback confirmed that children engage most strongly with characters who look, speak, and live in relatable worlds.

    This became our cornerstone, an animation series inspired by traditional African games, interwoven with STEAM, based lessons (Science, Technology, Engineering, Arts, and Mathematics). The series uses these lessons as tools for fun, problem, solving narratives. This approach not only ensures cultural resonance but also transforms Mukago into an interactive educational resource, blending entertainment with meaningful learning.

    3. Inspiration: Heritage Meets Innovation

    Mukago draws profound inspiration from the richness of African childhood. Traditional games like kwepen (dodgeball), dool, and sekatawa were more than pastimes, they were vital forums for learning teamwork, strategy, creativity, and social awareness.

    The series aims to capture this spirit. It is designed for children while offering a nostalgic journey for parents, encouraging co-viewing and the sharing of intergenerational memories. Through animation, these traditional games are revitalised into vibrant, imaginative scenarios where characters learn, compete, and collaborate.

    A parallel inspiration is the critical need for engaging STEAM education. Recognising that African children face real, world challenges requiring innovation, we weave these concepts directly into our stories. Each episode presents a problem that the characters must solve by applying a cycle of thinking, designing, testing, and collaborating, mirroring core STEAM methodologies.

    Our main goal is empowerment through entertainment. By fusing cultural heritage with modern educational frameworks, Mukago strives to be both a celebration of African play and a transformative tool for developing the critical thinkers and creators of tomorrow.

    Mukago Children’s Animation Series

  • Cetaceans in Captivity: The Marineland Beluga Whale Crisis

    <div class="lexxy-content lightbox-container"> <p><em>By Kaitlin Pal and Ashoke Mohanraj</em></p> <p> </p> <p>It’s almost impossible to look at a beluga whale and not feel a spark of wonder. They’re beautiful, gentle, a little goofy, and unbelievably cute. Chances are, when you were younger, you probably had a whale or dolphin plushie you carried everywhere. Who doesn’t love a soft, squishy beluga?</p> <p> </p> <p>Maybe a visit to Marineland even sparked your love for belugas, dolphins, and other cetaceans. But today, the future of the <strong>30 beluga whales still living at Marineland</strong> is uncertain and their story shows why protecting cetaceans in captivity matters now more than ever.</p> <p> </p> <p><strong>THE END OF CETACEANS IN CAPTIVITY</strong></p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="https://images.squarespace-cdn.com/content/v1/6663d477d90f6a4345ea179c/1765581395679-BZBM0X1HMVCKCKRYNV6X/unsplash-image-djtZXyJkTU4.jpg"><img alt="" loading="lazy" src="https://images.squarespace-cdn.com/content/v1/6663d477d90f6a4345ea179c/1765581395679-BZBM0X1HMVCKCKRYNV6X/unsplash-image-djtZXyJkTU4.jpg"></a></div></div></div> <p> </p> <p>Marineland was once a zoo and amusement park where dolphins and belugas performed for crowds. But over time, serious concerns grew around keeping large, intelligent animals in small concrete pools. Experts questioned whether it was safe, ethical, or even fiscally responsible for these whales to live in captivity.</p> <p> </p> <p>In response to national pressure and growing awareness, Canada passed the <strong>Ending the Captivity of Whales and Dolphins Act (Bill S-203)</strong> in 2019. This law makes it illegal to capture, breed, or import cetaceans for entertainment.</p> <p> </p> <p><em>It means no new whales will ever be added to places like Marineland,</em> marking a major step forward for animal welfare in Canada.</p> <p> </p> <p>But it also creates a new responsibility...<em>What happens to the whales who are already there? </em></p> <p> </p> <p><strong>THE BELUGA RETIREMENT PLAN</strong></p> <p> </p> <p>Most of Marineland’s belugas were born in captivity or captured from the wild decades ago. They’ve spent their entire lives in small concrete tanks that simply can’t meet their physical, emotional, or social needs.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="https://images.squarespace-cdn.com/content/v1/6663d477d90f6a4345ea179c/2fcf859f-e149-4f0d-9df8-1ab9cb0b392c/About-Sanctuary-w-text-720.jpg"><img alt="" loading="lazy" src="https://images.squarespace-cdn.com/content/v1/6663d477d90f6a4345ea179c/2fcf859f-e149-4f0d-9df8-1ab9cb0b392c/About-Sanctuary-w-text-720.jpg"></a></div></div></div> <p> </p> <p>That’s why scientists and animal-welfare organizations are working toward better solutions. One of the most promising is the sanctuary being created by the <strong>Whale Sanctuary Project</strong> in Port Hilford Bay, Nova Scotia—a natural, protected ocean environment where formerly captive whales can swim, explore, and live more like whales again.</p> <p> </p> <p>It’s not a release into the wild, but it’s the closest, safest, and most humane alternative we can give them.</p> <p> </p> <p><strong>TIME IS OF THE ESSENCE</strong></p> <p> </p> <p>Marineland has stated publicly that if they cannot find relocation options, they may send belugas overseas to places with fewer protections or, if no option exists, they may euthanize them.</p> <p> </p> <p>Scientists, lawyers, animal-advocacy groups, and families across Canada are urging immediate action to protect the whales. The first and most important step is an independent health assessment of all 30 belugas. Without this, no safe relocation plan can even begin.</p> <p> </p> <p>Right now, organizations like Animal Justice are asking the public to call Ontario Premier Doug Ford’s office and urge the Ontario government to intervene so these whales aren’t lost.</p> <p> </p> <p><strong>AN OPPORTUNITY TO SPARK GLOBAL CHANGE</strong></p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="https://images.squarespace-cdn.com/content/v1/6663d477d90f6a4345ea179c/498ff434-bcf2-4006-8501-0111ca16e6df/About-Whale-Aid-720.jpg"><img alt="" loading="lazy" src="https://images.squarespace-cdn.com/content/v1/6663d477d90f6a4345ea179c/498ff434-bcf2-4006-8501-0111ca16e6df/About-Whale-Aid-720.jpg"></a></div></div></div> <p> </p> <p>Around the world, <strong>more than 3,500 cetaceans</strong> live in captivity. Ending this industry and building sanctuaries isn’t something one group or even one country can do alone.</p> <p> </p> <p>It takes global teamwork; scientists, non-profits, governments, communities, and yes—even kids and families who care.</p> <p> </p> <p>Sanctuaries are becoming possible because so many people are raising their voices. It’s a powerful reminder that when we work together, we can protect even the largest animals on Earth.</p> <p> </p> <p><strong>CALL TO ACTION!</strong></p> <p> </p> <p>Kids love belugas, and right now, belugas need kids. Learning about their story teaches young people empathy, responsibility, and the importance of speaking up for animals who cannot speak for themselves.</p> <p> </p> <p>Families who want to help can:</p> <p> </p> <ul> <li> <p><strong>Support the Whale Sanctuary Project</strong>, which is working to give cetaceans a more natural home</p> <ul> <li> <p><em>**** Please note that The Whale Sanctuary Project is designated by the US Internal Revenue Service as a tax-deductible 501(c)(3) charity in the United States. While they accept donations from all countries, contributions are only tax-deductible for donors who file taxes within the United States</em></p> </li> </ul> </li> <li> <p><strong>Stay informed</strong> about the situation at Marineland</p> </li> <li> <p><strong>Raise their voices</strong> by supporting groups urging the Ontario government to act</p> </li> <li> <p><strong>Share the belugas’ story</strong>, because caring is cool—and it truly makes a difference</p> </li> </ul> <p> </p> <p>The 30 belugas at Marineland remind us that whales have feelings, families, and futures that matter. Together, parents, kids, and whole communities can help build a world where whales and dolphins live safely and freely, as close to their natural ocean home as possible.</p> <p> </p> </div>

    Dolphin Dude: Ocean Conservation For Kids

  • How the Global Plastics Treaty Can Inspire Kids to Take Action

    Every day, millions of plastic items like straws, wrappers, bags, and water bottles are thrown away. Many of these items end up in our oceans, where they break down into tiny pieces called microplastics. Dolphins, sea turtles, and other marine animals sometimes mistake plastic for food, which makes them very sick. Scientists have even found microplastics inside humans, raising real concerns about our own health. 

    It’s a big problem, but the good news is that the world has been working together to find big solutions. Since 2022, countries have been negotiating something called the Global Plastics Treaty, a global agreement designed to tackle plastic pollution at every stage of its life cycle: from how plastics are made, to how they’re used, and finally how they’re disposed of. 

    The goal? To end plastic pollution by promoting reusable materials, limiting plastic production, and holding corporations accountable for the waste they create. 

    This past August, negotiations wrapped up, but unfortunately, not everyone could agree on how strong the rules should be. Some countries, especially those that produce the most plastic, wanted to focus only on waste management rather than reducing production. Others, including Canada, pushed for stronger measures: limiting production, banning harmful chemicals in items like food packaging and toys, and ensuring that Indigenous knowledge and rights are respected throughout the process. 

    Even though the treaty didn’t reach a final agreement this time, there’s still reason for hope! For the first time, nearly every country agreed that plastic pollution is a global crisis that demands legally binding action. Scientists, businesses, and community leaders around the world have built a strong foundation for when talks resume, and families everywhere have started paying more attention to the plastics they use every day. 

    Every small action counts. Whether it’s teaching kids to bring reusable water bottles, hosting a classroom cleanup day, or simply talking about where our trash goes, families and teachers can help keep this momentum going. Together, we can raise a generation that knows caring for our planet isn’t just cool, it’s necessary!

    Dolphin Dude: Ocean Conservation For Kids

  • Introducing the Aqua Avengers!

    🌊 Aqua Avengers, Assemble!

    Even a hero like Dolphin Dude can’t save the seas alone — every wave warrior needs a pod of fin-tastic friends!

    Let’s dive deeper and meet the heart of the ocean crew — three unforgettable characters who remind us that when it comes to protecting the planet, teamwork makes the tides turn.

    🐬  Finn — The Wave Rider

    Finn is a Bottlenose Dolphin from the warm southern seas — a born wave-chaser, prankster, and the fastest fin in the ocean. Life used to be simple: racing boats, flipping through swells, and goofing off with his pod. But as the oceans changed, so did his world. The waters grew warmer, the fish fewer, and the reef he called home — once bursting with colour and life — began to fade from overfishing, pollution, and coral bleaching.

    At first, Finn just wanted to chill, play his favourite game (Cod of Duty, of course), and pretend everything was fine. But when the ocean he loved started to disappear, he realized something had to change — and that someone had to lead the charge.

    Finn’s story is one of transformation: from carefree to courageous, from bystander to sea saviour. He proves that leadership can come from laughter, and that caring for the planet is always cool.

    If you’ve ever watched Teenage Mutant Ninja Turtles, picture a mix of Michelangelo’s goofiness and Leonardo’s determination — that’s Finn. It’s also why his signature colours are blue and orange: calm like the sea, bold like a sunset.

    🐢  Shellton — The Old Soul with a Big Heart

    Wise, patient, and always just a little late to the party, Shellton is the sea turtle who’s seen it all — coral kingdoms rise, plastic tides fall, and still, he believes in the ocean’s power to heal.

    His shell tells his story: scratches from shipwrecks, carvings from coral reefs long gone, and memories of migrations that span entire oceans. As the team’s moral compass, Shellton reminds everyone that protecting the planet isn’t just about fighting — it’s about stewardship.

    Though he moves at his own pace, Shellton’s strength lies in his steady persistence. He teaches Finn and Juicy that saving the ocean isn’t a sprint — it’s a marathon that takes patience, teamwork, and heart.

    Think of him as a mix between Master Oogway from Kung Fu Panda and Crush from Finding Nemo — part philosopher, part surfer dude, and 100% sea legend.

    🌈  Juicy — The Heart of the Ocean

    Juicy the Jellyfish might be the smallest of the crew, but her light shines the brightest. The youngest and most energetic member of the pod, she’s a ball of glowing energy with a heart so big it practically outshines her bioluminescence.

    Despite jellyfish populations booming, Juicy often feels adrift — like living in a big city where everyone’s floating past but no one truly connects. That is, until she meets Finn, who quickly becomes the big brother she never had.

    Juicy is fearless — sometimes too fearless — diving into danger without a second thought if it means helping a friend. Her laugh is contagious, her smile unstoppable, and her optimism lights up even the darkest depths. Sure, she sometimes gets herself into sticky situations, but that’s what the pod is for — and Dolphin Dude always has her back.

    -----

    Finn, Shellton, and Juicy aren’t just characters — they’re symbols of courage, wisdom, and heart. Together, they show that anyone — no matter how big, small, fast, or slow — can make waves for change.

    Because saving the sea isn’t a solo mission — it’s something we do together! 

    Dolphin Dude: Ocean Conservation For Kids

  • Meet the Pod!

    Dolphins never travel solo — they move in pods. And just like them, the Dolphin Dude team thrives together.

    This week, we’re shining a spotlight on the incredible people who bring Dolphin Dude to life. From animators and scientists to educators and storytellers, this diverse and passionate team is the heart of the project — and without them, none of it would be possible.

    ✨ Ashoke — Creator, Producer, and Showrunner

    Ashoke is the visionary behind Dolphin Dude. Trained as an environmental scientist, he became frustrated by how inaccessible scientific knowledge can be to the public. He realized it’s difficult to care about issues you don’t understand — and that’s what led him to storytelling. Ashoke believes an idea is only as powerful as how it’s communicated. Through Dolphin Dude, he bridges the gap between science and society, showing that caring about the planet isn’t just important — it’s cool.

    🎨 Mathisan — Creative Director

    Mathisan is the creative force shaping the emotional and visual world of Dolphin Dude. With a background in product, experience, and service design, he brings a deep understanding of how stories connect people across cultures and ideas. To him, design is a universal language — one that unites imagination with impact. Inspired by humour, wonder, and awareness, he helps build a world that speaks to both kids and adults, reminding us that creativity can change how we see (and save) our planet.

    🖌️ Paige — Visual Development and Layout Artist

    Paige brings Dolphin Dude’s underwater world to life through vibrant visuals and thoughtful composition. She believes ocean conservation is one of the most urgent challenges of our time — and that art and education together can create lasting change. Growing up surrounded by stories, Paige found her spark in the pages of children’s books. Now, she channels that same magic into her work, creating imagery that inspires kids to care for the ocean and its creatures.

    ✏️ James — Lead Animator

    James is the creative engine behind Dolphin Dude’s movement and emotion. Passionate about using animation for good, he believes storytelling has the power to shape a more sustainable future. For James, animation isn’t just art — it’s a way to educate, empower, and connect. Through Dolphin Dude, he hopes to spark curiosity about conservation and help young audiences see themselves as protectors of the planet.

    🎬 Megan — Storyboard Artist

    Megan transforms ideas into visual stories filled with heart and purpose. With a lifelong love for storytelling, she joined Dolphin Dude to help close the gap between entertainment and education. She believes stories can move people to action — and through this project, she hopes to inspire a generation to protect our oceans and the creatures who call them home.

    🌎 Kaitlin — Writer and Legal Research Lead

    Kaitlin is part of Dolphin Dude’s creative and research team. A JD/MES student at Osgoode Hall Law School and York University, she explores how law and policy can advance sustainability. As a Research Analyst with the International Ecological Footprint Learning Lab, Kaitlin studies how ecological data informs decision-making. She joined Dolphin Dude because she believes storytelling can make complex environmental issues accessible and inspiring — proving that when knowledge meets creativity, real change happens.

    🐚 Jaron - Voice Actor

    Jaron is a born community builder and storyteller. A third-year law student at Dalhousie University, he’s dedicated to bringing people together — from leading youth initiatives to serving as President of the University of Manitoba Students’ Union. Passionate about both people and the planet, Jaron joined Dolphin Dude because its mission to inspire collective action resonates deeply with him. Whether through the voice of Shelton or a heartfelt conversation, he believes empathy and community are at the core of every movement for a better world.

    🐾 Shreenidhi — Marketing and Communications Lead

    Shreenidhi is a creative professional with a background in marketing and a lifelong passion for animal welfare. She joined Dolphin Dude because she believes in the power of storytelling to inspire connection and action. For her, Dolphin Dude is more than an animated film — it’s a movement that uses creativity, compassion, and fun to remind people of their role in protecting the planet and its animals. Through her work, she hopes to empower audiences of all ages to make a difference — one story at a time.

    🌊 Bennett — Marine Biologist

    Bennett is a marine biologist passionate about using technology to help humans live more harmoniously with the ocean. He believes there are two key paths to building support for marine conservation: education and play — both at the heart of Dolphin Dude. For Bennett, storytelling makes complex science engaging and memorable. By combining knowledge with imagination, he hopes to help audiences understand, appreciate, and protect the underwater world.

    Together, this talented pod is making waves — proving that when creativity and purpose come together, stories truly have the power to change the world. 🌎💙

    Dolphin Dude: Ocean Conservation For Kids

  • This Halloween, Face the Real Fear: Starting Something New

    <div class="lexxy-content lightbox-container"> <p>Goblins, ghouls, and… entrepreneurship; they all strike fear in us.</p> <p> </p> <p>Putting yourself or your work out there can feel like walking through a haunted house blindfolded. You have no idea what’s lurking around the corner.</p> <p> </p> <p>Doubt creeps in like ghosts in the dark, haunting every creator, myself included.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk5OTc2LCJwdXIiOiJibG9iX2lkIn19--37254713ce29c5de45f88d2971faad97e38c2d9f/maxresdefault.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk5OTc2LCJwdXIiOiJibG9iX2lkIn19--37254713ce29c5de45f88d2971faad97e38c2d9f/maxresdefault.jpg"></a></div></div></div> <p> </p> <p>When I first released <em>Dolphin Dude</em>, I knew I had a meaningful message and a fun story… but I wasn’t sure it had <em>substance</em>.</p> <p> </p> <p><em>“Is this any good? Is the market too crowded? Can I really do this on my own?”</em></p> <p> </p> <p>I wasn’t a trained children’s author. I didn’t study linguistics or child psychology. I just trusted my gut…and maybe a bit of magic.</p> <p> </p> <p>And it worked. Not because it was perfect, but because I believed in it. I believed in <em>me.</em></p> <p> </p> <p>So, how did I face the monster (fear) under my bed?</p> <p> </p> <p>Sorry to disappoint but there’s no magic elixir that makes fear disappear. It came down to one simple, mortal choice:</p> <p> </p> <p>Would I rather stay frozen in fear and live with regret, or step into the unknown and create something that might just change lives… including my own?</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk5OTc3LCJwdXIiOiJibG9iX2lkIn19--703665502a37473f5f81036137a96504f70d0fcb/pexels-ron-lach-9761339.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk5OTc3LCJwdXIiOiJibG9iX2lkIn19--703665502a37473f5f81036137a96504f70d0fcb/pexels-ron-lach-9761339.jpg"></a></div></div></div> <p> </p> <p>There’s no right answer. Some people prefer the safety of their coffin…I mean, <em>comfort zone.</em></p> <p> </p> <p>And look, I’m not saying it’s easy to stare fear in the face, but here’s the truth:</p> <p> </p> <p>How do you get over the fear of public speaking? <em>You speak.</em></p> <p> </p> <p>How do you get over the fear of flying? <em>You fly.</em></p> <p> </p> <p>How do you get over the fear of starting your own project? <em>You start.</em></p> <p> </p> <p>That’s the paradox of fear; the only way out is <em>through.</em></p> <p> </p> <p>It’s eerie. It’s uncomfortable. But it’s also where the real magic happens. </p> <p> </p> <p>Over the next few months, we’ll be sharing more about <a href="https://dolphindude.ca/"><em>Dolphin Dude</em></a> and the journey behind it. But I’ll be honest, I’m still scared. I have no formal background in animation, and I probably have no business making an animated series. But I’m doing it anyway.</p> <p> </p> <p>Because you never know what can happen when you choose to believe in yourself instead of the ghosts in your head.</p> <p> </p> </div>

    Dolphin Dude: Ocean Conservation For Kids

  • Appreciating your Fails

    <div class="lexxy-content lightbox-container"> <p><strong>Today we are celebrating the beautiful fails of game Dev!</strong></p> <p> </p> <p>Every polished and well made game is all achieved through diligence and understanding the details when creating. It’s easy as long as you are organized and focused… At least that’s what we thought!  </p> <p> </p> <p>The truth is… none of it starts that way… </p> <p> </p> <p>Before Nurveil became the dreamy, atmospheric world we’re proud of today, it was a hot mess of fails. And those fails? They’re worth celebrating, because we look at them and see how far we’ve come! And we feel we need to celebrate fails because those <strong>fails bring you to perfection!</strong></p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>Take our early concept art. On screen, it all looked fantastic; new and original buildings, every detail had a meaning, shapes were very interesting... But before we wanted to hand those sketches over to our 3D artist, we were like hold up…. How does this make sense in sculpting? </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUyLCJwdXIiOiJibG9iX2lkIn19--dc2b10ea6647c83873c7ebbed21e38bbaad9c1e8/image-20250916103248-1.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUyLCJwdXIiOiJibG9iX2lkIn19--dc2b10ea6647c83873c7ebbed21e38bbaad9c1e8/image-20250916103248-1.png"></a></div></div> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUxLCJwdXIiOiJibG9iX2lkIn19--d931d7f51288e29fd8ada295423949aa6a7f5bf5/image-20250916103248-2.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUxLCJwdXIiOiJibG9iX2lkIn19--d931d7f51288e29fd8ada295423949aa6a7f5bf5/image-20250916103248-2.png"></a></div></div> </div> <p> </p> <p>The buildings suddenly looked like origami gone wrong. It was a nightmare. So we scraped it and came off our high horse then went back to basics with something that can actually be doable <strong>AND something that fits our budget! </strong></p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUwLCJwdXIiOiJibG9iX2lkIn19--01258178fbe0d063f0dcef10e69ecc98a95460bc/image-20250916103249-3.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUwLCJwdXIiOiJibG9iX2lkIn19--01258178fbe0d063f0dcef10e69ecc98a95460bc/image-20250916103249-3.png"></a></div></div> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU2LCJwdXIiOiJibG9iX2lkIn19--e21e62680ff8bdc6bc79ad027bfd213277a5f181/houses.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU2LCJwdXIiOiJibG9iX2lkIn19--e21e62680ff8bdc6bc79ad027bfd213277a5f181/houses.png"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>Then came our adventures in rigging and animation. We thought: “How hard can it be to make the MC jump?” Answer: harder than we expected… much harder. Instead of a heroic leap, they glided across the floor like they've taken up professional ice skating. </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU3LCJwdXIiOiJibG9iX2lkIn19--ee0ccaa62ea133f3b0f9ede6b13ef07fee819ac5/Iceskating_1_1.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU3LCJwdXIiOiJibG9iX2lkIn19--ee0ccaa62ea133f3b0f9ede6b13ef07fee819ac5/Iceskating_1_1.gif"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>Enemies? Instead of running away from the MC like we wanted, they spun gracefully like a pretty ballerina in endless circles. (Yes, we were tempted to keep it as a secret attack mode.)</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU4LCJwdXIiOiJibG9iX2lkIn19--7532b32160632a23ad7f3906bb5d4dbc35aadb7f/enemies%20dance_1.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU4LCJwdXIiOiJibG9iX2lkIn19--7532b32160632a23ad7f3906bb5d4dbc35aadb7f/enemies%20dance_1.gif"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>No violence policy from Nur where they refused to shoot the enemy and decided to run in place instead… a pacifist at best</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU5LCJwdXIiOiJibG9iX2lkIn19--64ddfdf043ec3394547b3cc07d2807152a228593/no%20violence_1.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU5LCJwdXIiOiJibG9iX2lkIn19--64ddfdf043ec3394547b3cc07d2807152a228593/no%20violence_1.gif"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>And oh, the clipping fails from animation characters' hands merging inside their body when speaking, to clipping doors with ceilings and arcs floating above the ground. </p> <p> </p> <p>Then there’s scaling. In one test, we miscalculated, and instead of being the right size for props, our NPC towered so large that he looked as if he was having lunch with ants. And where our MC took a bite from Alice in Wonderland’s mushroom to become so small for his world…. </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUzLCJwdXIiOiJibG9iX2lkIn19--fdb9c0bc72435e9c72c97224a3cf88e41aa691ad/image-20250916103249-4.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjUzLCJwdXIiOiJibG9iX2lkIn19--fdb9c0bc72435e9c72c97224a3cf88e41aa691ad/image-20250916103249-4.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>Another funny one is our struggle to explain our idea to our 3D artist when we wanted the Sun boss character sculpted… least to say, it was a struggle, before we decided to send him a video of an actual example drawn on an apple… </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU1LCJwdXIiOiJibG9iX2lkIn19--7b7e1bfe9bb9934a40b9a8770e4d36598133f7c8/image-20250916103249-5.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU1LCJwdXIiOiJibG9iX2lkIn19--7b7e1bfe9bb9934a40b9a8770e4d36598133f7c8/image-20250916103249-5.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjYwLCJwdXIiOiJibG9iX2lkIn19--0eb9a1b34db505a517f2b6e9f4755c3c775606f6/2_1.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjYwLCJwdXIiOiJibG9iX2lkIn19--0eb9a1b34db505a517f2b6e9f4755c3c775606f6/2_1.gif"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>Not so many things are what they seem. Especially if they are sitting inside a box. Here is a classic example of how we cheat our way into believability by stretching the legs of our poor NPC to be “aesthetically pleasing” much like modern day plastic surgery except more… torturous. </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU0LCJwdXIiOiJibG9iX2lkIn19--37d8f1c2fadc31e563ae46673028c819fb51026f/image-20250916103249-6.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjU0LCJwdXIiOiJibG9iX2lkIn19--37d8f1c2fadc31e563ae46673028c819fb51026f/image-20250916103249-6.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p>But here’s the truth: these fails are not shameful…they’re essential. Funny…but essential. </p> <p> </p> <p> </p> <p> </p> <p>Trial and error, test after test, mistake after glorious mistake, that’s how we build something worth playing. Every bug, every glitch, every “why is the character moonwalking instead of running?” moment is proof that the process is alive and moving forward.</p> <p> </p> <p>So the next time you see Nurveil looking smooth and polished, remember: behind every seamless animation lies a graveyard of either hilarious or soul-crushing fails. And honestly? We wouldn’t trade those disasters for anything. They’re what makes the journey real, and they deserve a little celebration of their own.</p> <p> </p> <p>Our greatest feature isn’t the graphics or gameplay, it’s surviving the fails without crying… much</p> <p> </p> <p> </p> <p> </p> <p><em><strong>We would love to hear and see your fails! Tag the sunnymoon project team! Or add a #devfailweek to your posts for all us to see and laugh together! </strong></em></p> <p> </p> <p>YEAH! *cartoon fail horn*</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjYxLCJwdXIiOiJibG9iX2lkIn19--006734a560d19148145b90a0cace111219a261cf/jump%20sequence_1.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk4MjYxLCJwdXIiOiJibG9iX2lkIn19--006734a560d19148145b90a0cace111219a261cf/jump%20sequence_1.gif"></a></div></div></div> <p> </p> </div>

    Nurveil

  • My Name is Not Bob

    <div class="lexxy-content lightbox-container"> <p><strong>On the power of naming and how it sparks creativity</strong></p> <p> </p> <p> </p> <p> </p> <p><strong>Samantha, the Hunter</strong></p> <p> </p> <p>Outside, on the window of my kitchen, lives a spider. It’s big enough to be immediately noticed, always out at night waiting for prey. I called her Samantha.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU0LCJwdXIiOiJibG9iX2lkIn19--9783b8feadb9f268dfa53918a434891d4c10898f/image-20250901112349-2.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU0LCJwdXIiOiJibG9iX2lkIn19--9783b8feadb9f268dfa53918a434891d4c10898f/image-20250901112349-2.png"></a></div></div></div> <p> </p> <p>The moment I gave that name, she wasn’t just a spider anymore. She became Samantha, fierce, unshaken by the glare of my flashlight, holding her ground in the hope that prey stumbles into her unwavering web. In my head, she had a whole life: a hidden network of tunnels inside the wall, spiders trading their prey, shady spider politicians collecting vermin taxes, and her secret longing for the night breeze and the moonlit world beyond her hidden city.</p> <p> </p> <p>All of this came from two minutes of looking at her, all because I gave a spider a name. Had I named her Bob instead, the story would’ve gone in a completely different direction.</p> <p> </p> <p> </p> <p> </p> <blockquote> <p>That’s the power of naming, it sparks personality, story, and even whole worlds.</p> </blockquote> <p> </p> <p> </p> <p> </p> <p><strong>Who am I and Why?</strong></p> <p> </p> <p>Hello there and welcome! My name is João, and I’m a 3D Character Artist, currently working on the lore, characters and vehicles of a very fun ongoing project called Splash &amp; Dash!</p> <p> </p> <p>For those who don’t know, In Portugal, my name is about as common as it gets. João is the most standard first name, and to spice things up, Silva (my surname)  is the most standard surname. Essentially, two scoops of vanilla. In English, I’d be John Smith. If you’re into true-crime thrillers, Jon Doe.</p> <p> </p> <p>Maybe that’s why I pay so much attention to naming things. When your own name feels generic, you start noticing just how much personality a name can carry, and how much difference it makes when something, or someone, is given a name that actually stands out. They’re not just labels, they set tone, identity, and expectation. A name can make something feel mysterious, ordinary, heroic, or ridiculous before you even describe it.</p> <p> </p> <p> </p> <p> </p> <p><strong>The Power of Naming</strong></p> <p> </p> <p>In creative work, naming becomes more than an afterthought. It’s a tool. For character artists, names are often the first step into personality and lore, even if they are just temporary names. They transform a sketch, a model, or even just a vague idea into something alive. Without a name, it’s just a shape. With a name, it’s a seed that will grow.</p> <p> </p> <p>To give an example of how names can shape an idea, here’s Haunto, the main character in Splash &amp; Dash. He didn’t start out as Haunto; his original placeholder name was Spect’R. The sharpness of that name initially shaped how I imagined him as a whole.</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU1LCJwdXIiOiJibG9iX2lkIn19--680fa7cf24b79590fffa4e7c1575f8d37ea45c4b/image-20250901112548-3.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU1LCJwdXIiOiJibG9iX2lkIn19--680fa7cf24b79590fffa4e7c1575f8d37ea45c4b/image-20250901112548-3.png"></a></div></div></div> <p> </p> <p>Edgy, dark, with a hint of aggression</p> <p> </p> <p>Once I renamed him to Haunto, the mood shifted:</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU2LCJwdXIiOiJibG9iX2lkIn19--38145169a9cdef5d3375b5d28b3b554f0d610074/image-20250901112700-4.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU2LCJwdXIiOiJibG9iX2lkIn19--38145169a9cdef5d3375b5d28b3b554f0d610074/image-20250901112700-4.png"></a></div></div></div> <p> </p> <p>Approachable, playful, almost a “My name Haunto 😀” kind of attitude</p> <p> </p> <p>Same character, two names, two very different moods and directions.</p> <p> </p> <p> </p> <p> </p> <p><strong>“Doctors hate him” incoming</strong></p> <p> </p> <p>So how do you actually use this? One of the simplest ways to develop creativity is to treat naming as an exercise. Pick something ordinary, the mug on your desk, a plant, your car, or a bird that just landed near you, and give it a name. Don’t overthink it, just pick a name that feels right in the moment. Then let yourself imagine who or what that “character” is.</p> <p> </p> <p>For example, if I call my desk chair Charles, suddenly he’s not just a chair. He’s Charles who has supported people for 15 years, a little squeaky but dependable, a silent witness to every late night project and half-finished idea. He enjoys counting how many tossed crumpled up pieces of paper actually get in the bin. The moment the name exists, the story follows.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU3LCJwdXIiOiJibG9iX2lkIn19--e2f73ae14cd8d3aba5cbe7e4ae9e1c0472018456/image-20250901112800-5.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU3LCJwdXIiOiJibG9iX2lkIn19--e2f73ae14cd8d3aba5cbe7e4ae9e1c0472018456/image-20250901112800-5.png"></a></div></div></div> <p> </p> <p>The same goes for creative work. An unnamed NPC in a game is just background filler. But call him Isaac the Fireball and immediately your brain starts generating questions: “Why Fireball? Is he a pyromancer? Is he hot headed? What’s his world like?” Before you know it, lore begins to form.</p> <p> </p> <p>The trick is to lean into it. Names create hooks, and hooks create stories. Once you start using naming as a playful exercise, you’ll find it much easier to break past creative blocks. Best of all, it's free and you can do it whilst waiting in line to pay for your groceries, or stuck in traffic for example. (Warning: not advisable to daydream for too long in those scenarios)</p> <p> </p> <p> </p> <p> </p> <p><strong>A little glass of perspective</strong></p> <p> </p> <p>Maybe that’s the real magic of naming. It doesn’t just help us create characters or worlds on a screen or paper, it makes us look at the ordinary things around us differently. An NPC, a chair, even a spider on a kitchen window. </p> <p> </p> <p>Samantha is still out there most nights, patient and fearless on her web. To anyone else, she’s just another spider. To me, she’ll always be Samantha, and that single choice of a name turned a passing moment into a story worth telling.</p> <p> </p> <p> </p> <p> </p> <p><strong>Extra</strong></p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU4LCJwdXIiOiJibG9iX2lkIn19--22acee83570eaf36dcfed35d45c8f2da81c65f8f/image-20250901112858-6.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU4LCJwdXIiOiJibG9iX2lkIn19--22acee83570eaf36dcfed35d45c8f2da81c65f8f/image-20250901112858-6.png"></a></div></div></div> <p> </p> <p>We are building a list of names that will be randomly assigned to NPCs in every match or cup in Splash &amp; Dash, if you’re interested, leave a name (or more if you feel like it) in the comments that you think could be fun to see in game. To put you in the loop, within the theme of ghosts, and underworld, we’ve been doing pun related names or a mix of words, giving the example here for Haunto = Haunt + Otto. </p> <p> </p> <p> </p> <p> </p> <p>Or join us on Discord and check out what we are up: <a href="https://discord.gg/nFxqdfQSZw"><strong>https://discord.gg/nFxqdfQSZw</strong></a> </p> <p> </p> <p> </p> <p> </p> <p>Thank you in advance and hope you enjoyed it this read!</p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> </div>

    Splash & Dash

  • How to Manage Effective Communication When Working Remotely

    Between 3 & 5 People Might Be the Perfect Team Size

    Ever heard of the Ringelmann Effect? As team size increases, individual effort decreases. A person working alone does 100% of the effort, but in a group of eight, that drops to just 49%.

     

    For our four-person game development team, this is our secret weapon. Our biggest trick the: "Is there anyone online to test something right now?"

    That question consistently sparks impromptu screen-sharing sessions where more progress happens in two hours than in a week of planned meetings.

     

    Our official policy: one meeting per week, one playtest per week. But our real work happens when two people spontaneously jump into a voice channel and dive headfirst into a problem together.

    Whether debugging code, refining art, or testing mechanics, having someone else's brain on the problem transforms both quality and speed. The key is creating frictionless environments for these moments.

     

    Our Discord serves specific needs:

    • Dev channels for technical discussions
    • To-Do channels for full async feature requests
    • Family channels because we're people with lives
    • Resource channels for code snippets, documentation & a future Patreon
    • Player Feedback and bug report etc

     

    This lets us compartmentalise without creating barriers. Need help? You know where to ask. Need to vent? There's space for that too.
    Come see for yourself. 

     

    Here's the uncomfortable truth: when creative work becomes your primary coping mechanism for life's hardships, you have a recipe for disaster.

    Remote work amplifies isolation. For creatives pouring souls into projects, the line between passion and escapism blurs. We've learned to recognise when team members use work to avoid life and made it okay to call that out gently.
     

    My biggest discoveries from this project.

    • Embrace "anyone wanna chat?" culture
    • Make it safe to admit when you're not enjoying a task
    • Trust spontaneous collaboration over forced meetings

     

    Small remote teams have a superpower larger organisations can't replicate: genuine human connection.

    The goal isn't perfect communication… It's sustainable, compassionate communication.

     

    Splash & Dash

  • I've got eyelids heavy enough to break diamonds

    Allow me the rant:

    Making a game is hard work. I woke up at 4:30 this morning to work on a dream, only to have it interrupted by eight hours at the job that pays the bills. Now I'm back to marketing and selling a game that isn't even finished yet.

    Indie game development is something close to madness, but a man can endure anything except the lack of meaning. This game, for me, is meaningful. It's the creation of a tribe of soulmates, the screaming of a voice into a dark hole, expecting the echo to come back screaming fucking louder and feeding this energy that's now sustained by my third coffee as I enter my third shift of work today.

    This is going to be a long one, but these will be the days I remember. Where friends showed up to support, where colleagues came to debate, where we proved that as humans and as an industry, we are stronger together.

     

    Oh yeah I'm giving a talk tomorrow, pass by and hang out :) 
    https://www.trojan-unicorn.com/village/spaces/87-the-tribe-space-elevating-next-creators/talks/space_talks/657-how-to-find-an-art-style-that-matches-your-budget-and-deadlines

    Splash & Dash

  • Building a Well-Oiled Machine

    <div class="lexxy-content lightbox-container"> <p>I believe we have finally gained momentum and reached something I like to call the "Well-Oiled machine" stage of Nurveil. Getting to this point was difficult and choatic. But it is true they say every creative process starts with an uphill walk, and as soon as you reach the peak, you can slide down the rest of the way smoothly (Just make sure you have some brakes on you!) </p> <p> </p> <p><em>Disclaimer I'm going to say the word machine atleast 8 times in this blog, so you can have a drinking game to it! </em>🍻🍻</p> <p> </p> <p><br> Here is ....</p> <p> </p> <p><strong>Building a Well-Oiled Machine That Doesn’t Spontaneously Combust</strong></p> <p> </p> <p>Welcome to Another Sunnymoon’s blog! We all have heard the mentors and speakers at THU push us the artists and developers and enthusiasts to create our own thing! And tell our own original stories. My sisters and I were curious about this, so we are here to share with you how we built our well-oiled game making machine from scratch. Hopefully you'll feel encouraged to follow through as well! <br>  </p> <p> </p> <div> <div style="max-width:576px;"> <div style="width:100%;height:0;padding-bottom:56.25%;"></div> </div> </div> <p> </p> <p>Let’s be real. Everyone talks about <em>game development</em> like it’s some magical process where ideas float from someone’s brain straight onto a screen and BAM!! players are crying over emotional cutscenes, rage quitting your boss fights, and then you get a big bag of cash.</p> <p> </p> <p>The truth? It’s more like assembling IKEA furniture with instructions written in some ancient hidden knowledge that only the most skill of mages can read. </p> <p> </p> <div> <div style="max-width:576px;"> <div style="width:100%;height:0;padding-bottom:41.6667%;"></div> </div> </div> <p> </p> <p><br> <strong>But with the right pipeline? </strong>You turn that chaos into a smooth, running machine. A machine that runs itself with the right ideas and caution.</p> <p> </p> <p> </p> <p> </p> <p><strong>What Even </strong><strong><em>Is</em></strong><strong> a Game Dev Pipeline?</strong></p> <p> </p> <p>Think of it like an assembly line, but instead of making a machine, we’re crafting entire worlds, characters (And bugs.. so many bugs).</p> <p> </p> <p>A solid pipeline keeps everyone moving consistently:</p> <p> </p> <ul> <li>Artists create beautiful assets without burning out.<br>  </li> <li>Developers implement features without flipping their laptops.<br>  </li> <li>Animators make things move while bearing 100 messages saying, “It’s still floating weird.”<br>  <img alt="" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NzQwLCJwdXIiOiJibG9iX2lkIn19--19421ab68921520763d2e779d99e8197a19f677e/Screenshot%202025-08-12%20at%2010.49.33%E2%80%AFAM.png" style="height:200px;width:350px;"> </li> <li>Project managers (Hello, that's me!) building up the card tower chanting “Please dont fall, please dont fall” </li> </ul> <p> </p> <p> </p> <p> </p> <p><strong>Ingredients for a Well-Oiled Game Dev Machine:</strong></p> <p> </p> <p><strong>1-Make sure your project fits your budget</strong></p> <p> </p> <p>It is ok to be ambitious but don’t let yourself be pulled into a vast direction out of your budget. You must know that there will be hidden costs you never accounted for along the way for you should be prepared to have about an extra 20% on top of your original budget and calculations. </p> <p> </p> <p>This not only ensures your game survives but it also ensures having a stable pay for your team. And don't be shy to ask for "free" volunteer work sometimes! There are some people who would love to help and be part of the process for free or for a smaller sum of money.<br>  </p> <p> </p> <p><strong>2-Have a clear process</strong></p> <p> </p> <p>Everyone knows what comes next. No surprises, no confusion! The plan’s laid out, the tasks are clear, and we’re not gasping over “Wait, we needed sound effects?!” moments or last minute "Optimization" drills (Curse you!). Sure, there will be fires to put out along the way, there always are! but that’s your job: to make sure the road ahead has the fewest flames possible so the team can keep moving forward without tripping over chaos.</p> <p> </p> <p> </p> <p> </p> <p><strong>3-Good Communication</strong><br> We love a dramatic plot twist… in games tho! So make sure all artists, devs and animators have a space to discuss their questions with one another under your monitoring (Our team for example uses discord to do so). Another thing is to have the team’s schedules for availability overlap for questions to be answered directly without much delay. Though most our team is local, the rest are spread across the world so there is a 4-5 hour overlap with everyone being on together at once.</p> <p> </p> <p> </p> <p> </p> <p><strong>4-Tools that Actually Work</strong><br> Make sure that certains programs work with others. Whether they are working blender or Maya to unity or Procreate or illustrator to spine. Make sure that the export pathway is cleared out from the beginning to avoid late surprises. The size and resolution of the files have to be pre-determined for a better outcome. So test this out before handing it all to your team for "Mass production" </p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p><strong>5-Your Team Understands the End Goal</strong></p> <br><p> Whether it's an adorable mobile app, a rage-inducing boss fight, or a 3D world filled with NPCs who won’t stop talking ABOUT THEIR DUMPLINGS (Looking at you Jeb!) </p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NzQxLCJwdXIiOiJibG9iX2lkIn19--ea5359e35c568fac125cb0d6b48f6d80e2867d65/Screenshot%202025-08-12%20at%2011.09.34%E2%80%AFAM.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NzQxLCJwdXIiOiJibG9iX2lkIn19--ea5359e35c568fac125cb0d6b48f6d80e2867d65/Screenshot%202025-08-12%20at%2011.09.34%E2%80%AFAM.png"></a></div></div> </div> <p> </p> <p>Everyone needs to be on the same page as to how the game needs to feel and look and act. </p> <p> </p> <p> </p> <p> </p> <p><strong>6-Room for Panic, Followed by Problem-Solving</strong><br> Game development gets messy. Bugs appear. Animations float. Someone forgets their files are named <em>final_FINAL_final2.psd. Or maybe your programs crash. </em><br> It happens. Breathe. Find a solution. Fix. Move on.</p> <p> </p> <p>Do NOT play the blame game with your team! Do not use passive aggressiveness or silent treatments. This isn't an over the top reality show.<br> <br> If you truly think someone isn't a good fit, then you can talk it out, find other tasks for them, or find someone else more fitting for the position.</p> <p> </p> <p> </p> <p> </p> <p><strong>7-Does the Machine Ever Run Itself?</strong></p> <p> </p> <p>Kind of. It wont be entirely a hands off process for you but watching 2d artists handover files to 3d artists and then to animators, who then hand it over to the devs, <em><strong>THAT</strong></em> is when you know your pipeline is solid, things start flowing. Assets get reviewed, bugs get squashed, deadlines are met <em>mostly</em> on time, and you only question your life choices twice a week instead of daily. There is something heartwarming about falling asleep and waking up to your team doing the problem solving on their own between one another. 🥹</p> <p> </p> <p> </p> <p> </p> <p><strong>But here’s the secret: </strong>Game development is a living, breathing process. Your pipeline evolves, your tools upgrade, you and your team learn new tricks and before you know it, your machine feels less like chaos and more like… organized chaos.<br> And that? That’s game development at its finest! </p> <p> </p> <p> </p> <p> </p> <p><strong>Stay tuned for more behind-the-scenes chaos from Sunnymoon Project.</strong><br> We make games, we make mistakes, and we make sure it’s all part of the process<br>  </p> <p> </p> <p> </p> <p> </p> </div>

    Nurveil

  • Love Thy Framerate

    <div class="lexxy-content lightbox-container"> <p>This is pretty much<strong> "The Indie Dev's Guide to Not Shipping a Slideshow"</strong><br> A lot of games have cool mechanics but if it runs at Low fps on your players' potato PCs, that might ruin sales and the overall fun.<br> Meanwhile, you're sitting there with your Gaming PC with a RTX 4090 wondering why steam reviews keep mentioning "optimisation" like its a greeting. </p> <p> </p> <p><br> <strong>Choose your Engine <em>(the foundation that determines your fate)</em></strong><br> There is no such thing as the right engine but there is definetly the one that will make things easier for you, this decision is pretty much like choosing your starter pokemon, except you cant change it later without starting over.</p> <p> </p> <p>We went with Unity 6 URP (srp) mostly because of its performance options like:</p> <p> </p> <p>It's pretty barebones and designed to be stripped down</p> <p> </p> <p>Good batching options and a handy frame debugger</p> <p> </p> <p>You can understand what's happening without a PhD in engine architecture.</p> <p> </p> <blockquote> <p><br> Our games required 8 characters and 8 vehicles to be painting the floor simultaneously at high speeds, while they bumped into each other, all while hitting +60fps on a Steam Deck. +90fps on pc</p> </blockquote> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkwLCJwdXIiOiJibG9iX2lkIn19--4fe09ed4cd9b61f2ad8d947480e35eeccf284da8/Screenshot%202025-08-06%20at%2011.42.05.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkwLCJwdXIiOiJibG9iX2lkIn19--4fe09ed4cd9b61f2ad8d947480e35eeccf284da8/Screenshot%202025-08-06%20at%2011.42.05.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p><strong>Art Style:</strong></p> <p> </p> <p>Photorealism is boring and overrated. You know what's not overrated, a game that runs smooth like butter, especially for a racing game, makes the cars seem even faster. So stylized graphics is more of a get out of jail free card.</p> <p> </p> <p>Hiding that your LOD system is basically "blob at distance"</p> <p> </p> <p>Using 512x512 textures instead of 4K monsters (we even have a lot of 128x128 textures)</p> <p> </p> <p>Making players think simplified geometry was an "artistic choice" helping asset production time.</p> <p> </p> <blockquote> <p>Our paint effects are actually decimated and our paint colliders a simple cube, the style hides a lot of it.</p> </blockquote> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Njg2LCJwdXIiOiJibG9iX2lkIn19--9e25110e617c901520d88cb5447ac4d741d632a8/Screenshot%202025-08-06%20at%2011.31.18.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Njg2LCJwdXIiOiJibG9iX2lkIn19--9e25110e617c901520d88cb5447ac4d741d632a8/Screenshot%202025-08-06%20at%2011.31.18.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p><strong>The "We'll Optimise Later" Death Spiral  <em>(</em></strong><em><strong>A Horror Story in Three Acts)</strong></em></p> <p> </p> <p><strong>Act 1:</strong> "This particle effect needs more particles! they should collide with the ground"<br> <strong>Act 2:</strong> "Why is the game running at 15fps?"<br> <strong>Act 3:</strong> "Ship it and patch it later" <em>(Narrator: They never patched it 🥲)</em></p> <p> </p> <blockquote> <p>True story: Someone once shipped a game with a Zbrush sculpt as a static character that had a cell-shaded look to make it look 2D, it could have been a PNG, it was 1million polygons.</p> </blockquote> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p><br> <strong>Multiplayer  <em>(Choose Your Own Suffering)</em></strong></p> <p> </p> <p>We chose distributed authority architecture because <em>we do like to live dangerously</em>, the tech is new, the documentation is scarce, ChatGPT doesn't know shit about it. Having the collisions work properly has been like herding cats. Juan has been living inside the matrix for months, trying to solve this.</p> <p> </p> <blockquote> <p><br> Pro tip: If someone suggests multiplayer, ask them who hurt them. (jokes asside start with simple local multiplayer and have steam help you connect players instead of jumping into a concept that needs a more complex architecture)</p> </blockquote> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p><strong>The Sacred Commandments of Not Sucking</strong></p> <p> </p> <ol> <li> Profile Like Your Game Depends On It <em>(Set performance targets early, find your minimum supported device)</em> </li> <li>Pack Your Textures Like You're Moving Apartments (Got 4 channels in a texture? USE THEM ALL.)</li> <li>The Art of Faking It (Does that waterfall need actual physics? No, use a shader)</li> <li>Clean Your Project (Every random asset and unused plugin is like a tiny weight on your game's shoulders.)</li> </ol> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkxLCJwdXIiOiJibG9iX2lkIn19--f2f5623d2815e13d59457126e339f58ee77f0ef4/Screenshot%202025-08-06%20at%2011.43.33.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkxLCJwdXIiOiJibG9iX2lkIn19--f2f5623d2815e13d59457126e339f58ee77f0ef4/Screenshot%202025-08-06%20at%2011.43.33.png"></a></div></div> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkyLCJwdXIiOiJibG9iX2lkIn19--6b79206f1f09e71f7bdd164abbb34ef16a227fbc/Screenshot%202025-08-06%20at%2011.45.26.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkyLCJwdXIiOiJibG9iX2lkIn19--6b79206f1f09e71f7bdd164abbb34ef16a227fbc/Screenshot%202025-08-06%20at%2011.45.26.png"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <p><strong>Platform Reality Check </strong></p> <p> </p> <p>Test early, test often, and don't forget to test on:</p> <p> </p> <ul> <li>Your mom's laptop from 2015</li> <li>That one friend's PC that "totally meets minimum requirements"</li> <li>An actual Steam Deck (not the emulator)</li> <li>Whatever cursed hardware your players actually use (<a href="https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam">not just the latest Steam report</a>)<br> <br>   <blockquote> <p>The Bottom Line</p> <p>Performance isn't about compromise, it's about not shipping a stuttering mess that gets mixed reviews. A smooth 60fps at medium settings beats a gorgeous slideshow every time.<br>  </p> </blockquote> <p> </p> <p><em>Want to dive deeper into the technical abyss?</em></p> </li> <li> <a href="https://docs.unity3d.com/6000.0/Documentation/Manual/best-practice-guides.html">Unity Best Practices</a> (for when you need actual documentation)</li> <li> <a href="https://unity.com/how-to">Unity How-To Guides</a> (stay a novice and learn the basics)</li> <li> <a href="https://thegamedev.guru/unity-performance/p3-optimization-framework/">https://thegamedev.guru/unity-performance/p3-optimization-framework/</a> (profile, plan, perform)</li> </ul> <p> </p> </div>

    Splash & Dash

  • A Developer's worst nightmare

    <div class="lexxy-content lightbox-container"> <p>Nurveil update journal Day <strong>259</strong><br> <br> <br> All Optimizing and no play, makes Rita a very dull boy</p> <p> </p> <p>All Optimizing and no play, makes Rita a very dull boy</p> <p> </p> <p>All Optimizing and no play, makes Rita a very dull boy</p> <p> </p> <p>All Optimizing and no play, makes Rita a very dull boy</p> <p> </p> <p>All Optimizing and no play, makes Rita a very dull boy</p> <p> </p> <p>All Optimizing and no play, makes Rita a very dull boy</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjcyLCJwdXIiOiJibG9iX2lkIn19--174f6a43ef1a1dc9000b41054cf19a0a8a97f131/giphy.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjcyLCJwdXIiOiJibG9iX2lkIn19--174f6a43ef1a1dc9000b41054cf19a0a8a97f131/giphy.gif"></a></div></div></div> <p> </p> <p>….. How much longer before we see the sun and move on to actual tasks?<br> I do not know how much more hours we can spend on this but if you find this blog please remember us ~</p> <p> </p> <p> </p> <p> </p> <p>OH BOY! Let’s talk about <strong>3D game asset optimization</strong>,  the holy grail of performance, and apparently the <em>Achilles heel</em> of the Nurveil project. <em>(Crying while writing this) </em></p> <p> </p> <p>The game was full steam ahead. Everyone was pumped. The world looked incredible. The maps were golden, and Nur was punching and slashing and doing freaking backflips across beautifully crafted terrain. We were <em>feeling it</em>. Until...</p> <p> </p> <p><strong>The programmers opened the build folder.</strong></p> <p> </p> <p><strong>A GIGA. AN ABSOLUTE GIGA-ZILLA-TITAN-OUS.</strong></p> <p> </p> <div> <div style="max-width:294px;"> <div style="width:100%;height:0;padding-bottom:65.3061%;"></div> </div> </div> <p> </p> <p><br> The Nurveil app was the size of a small continent with two mayors and a naked beach that somehow brings all the creepy tourists in. We’re talking <strong>over 1GB</strong> on mobile. On <strong>startup</strong>. Before <em>anything</em> had even loaded. I nearly cried. The phone <em>wheezed</em>. The app store laughed in our face. Our team stared at each other like we’d just built a AAA console epic and shoved it into a tiny cereal box.</p> <p> </p> <p>Why? Because <em>no one talks enough</em> about the <strong>3D asset bloat</strong> until it's strangling your entire project. Everyone’s in love with detail,since our game is taking such a rich cultural that has plenty of detail and patterns and trims.</p> <p> </p> <p>Let’s be brutally clear:</p> <p> </p> <ul> <li> <strong>You do NOT need 120k poly models</strong> for a background pot. That’s not ambiance. That there, my friend, is a mobile seizure.<br>  </li> <li> <strong>You do NOT need 8K textures</strong> on a cat NPC that walks by once and never speaks to you again.<br>  </li> <li> <strong>You do NOT need complex shaders</strong> that simulate real-time algae growth on a fountain that 0.0005% of players would even find.<br>  </li> </ul> <p> </p> <p>We were so busy being artistic, we forgot to be <strong>smart</strong>. A mobile game needs optimization. Without it, you’re just dragging a dead whale onto players' devices and asking them to have fun with it.</p> <p> </p> <p>So now, post-giga-revelation, we’re redoing meshes. We’re crushing textures. We’re baking lighting. We’re sobbing over UVs. And every time we downgrade a 200MB file to a blessed 2MB, we feel our souls crawl back into our bodies.</p> <p> </p> <p><strong>Lesson?</strong><br> No one cares how pretty your world is if it <strong>won’t load</strong> T_T<br> Art is beautiful. Optimization is survival! </p> <p> </p> <p>And Nurveil?<br> Nurveil’s gonna survive… smooth, light, and full of secrets. Just as it was always meant to be.</p> <p> </p> <div> <div style="max-width:576px;"> <div style="width:100%;height:0;padding-bottom:100%;"></div> </div> </div> <p> </p> <p><br>  </p> <p> </p> <p>Also we started working on the VFX now as we optimize.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjczLCJwdXIiOiJibG9iX2lkIn19--e640ba31c2603d1e6a6bf909189df07e94c97ea6/Screenshot_20250806_111538_Nurveil.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjczLCJwdXIiOiJibG9iX2lkIn19--e640ba31c2603d1e6a6bf909189df07e94c97ea6/Screenshot_20250806_111538_Nurveil.jpg"></a></div></div></div> <p> </p> </div>

    Nurveil

  • Building Worlds with Roots: How Heritage Shaped Our Game

    <div class="lexxy-content lightbox-container"> <p>We got seriously tired of the same old game clichés, sand dunes, magic swords, and glowing orbs popping up everywhere. So we hit pause and looked closer to home: our culture, traditions, and those small details that often get overlooked but actually pack a punch! It took us a lot of time and research to develop these concepts, digging deep into our cultural heritage because we believe these stories deserve to be put in the spotlight. </p> <p> </p> <p>In this blog, we’ll show how we turned that scattered heritage into game art and characters that feel fresh, real, and way more interesting than the usual cookie-cutter stuff to build a complete visual development of the world of Nurveil... No deserts here, just the stories and visuals that define who we are and where we come from.</p> <p> </p> <p>Here are some of the concepts we worked on inspired from our culture: </p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>1-This design was inspired by the window grills found in many of our grandparents’ homes, a detail deeply rooted in our architectural traditions. The curving, interlocking shapes felt symbolic, so we echoed that sense of cultural fluidity in the design.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTU4LCJwdXIiOiJibG9iX2lkIn19--431985353d7728fabd31ed5ecb464b9fe8837b43/1.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTU4LCJwdXIiOiJibG9iX2lkIn19--431985353d7728fabd31ed5ecb464b9fe8837b43/1.jpg"></a></div></div> </div> <p> </p> <div class="lightbox-container"> <p>2-This mural blends Arabic calligraphy, traditional mosaic layouts, and symbols from the lunar calendar. It’s a visual tribute to the artistry that runs through our shared heritage.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTU5LCJwdXIiOiJibG9iX2lkIn19--714824e4c031014895e1781597841d0487118272/2.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTU5LCJwdXIiOiJibG9iX2lkIn19--714824e4c031014895e1781597841d0487118272/2.jpg"></a></div></div> </div> <p> </p> <div class="lightbox-container"> <p>3-We drew inspiration from Tunisia, recognizing the rich historical and cultural connections it shares with Lebanon. At the El Jem Museum, near the Roman colosseum, we saw a mosaic featuring a striking stacked feather motif that was similar to a pattern found in the Lebanese national Museum. We reinterpreted that detail into the Sun Palace’s columns and even in cushion patterns throughout the game.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTYwLCJwdXIiOiJibG9iX2lkIn19--8f2ec2bc253a5163414065c5f2aa2eebc3b674e3/3.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTYwLCJwdXIiOiJibG9iX2lkIn19--8f2ec2bc253a5163414065c5f2aa2eebc3b674e3/3.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>4-This looping, intertwined design appears in museums across both Lebanon and Tunisia, reflecting our shared artistic roots. We reimagined it as a decorative trim in the Moon Queendom, giving it a new context while honoring its origin.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTc3LCJwdXIiOiJibG9iX2lkIn19--e52cbaa75727d1dbe710b59e2a98faf10dd6fe54/4.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTc3LCJwdXIiOiJibG9iX2lkIn19--e52cbaa75727d1dbe710b59e2a98faf10dd6fe54/4.jpg"></a></div></div> </div> <p> </p> <div class="lightbox-container"> <p>5-Every Lebanese person instantly recognizes the </p> <em>“Fenjen”</em><p>, it’s more than just a coffee cup, it’s a cultural symbol that brings nostalgia to every Lebanese whether local or abroad! We brought it into the game as a nod to shared collective memory and tradition.The pattern evokes warmth, memory, and comfort, tied to grandma’s home, early morning gatherings, and communal connection.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTYyLCJwdXIiOiJibG9iX2lkIn19--ec3433112ba5fe2b9c481f042e04c335806e0562/5.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTYyLCJwdXIiOiJibG9iX2lkIn19--ec3433112ba5fe2b9c481f042e04c335806e0562/5.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>6-This outfit draws inspiration from classic illustrations of </p> <em>A Thousand and One Nights</em><p>, capturing the rich detailing seen in those timeless stories that are still being told to generations today.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTYzLCJwdXIiOiJibG9iX2lkIn19--a1a11136aa8c8db2d9bec588a61da4f9e65531d3/6.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTYzLCJwdXIiOiJibG9iX2lkIn19--a1a11136aa8c8db2d9bec588a61da4f9e65531d3/6.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <p>7-The word 'phoenix' is tied strongly with “Phoenician” and the color reddish-purple. Beirut is often called a phoenix for its history of frequent destruction and direct rebirth. (Woopie Doo!) This outfit honors that legacy, both in its fiery color palette and in its nod to ancient Phoenician warriors.</p> <p> </p> <div class="lightbox-container"> <em>Rita: “that were like totally Bffs with romans btw~”</em><br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY0LCJwdXIiOiJibG9iX2lkIn19--6c6ca2cb2d70edb308dc4211b0d282204b8a53e7/7.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY0LCJwdXIiOiJibG9iX2lkIn19--6c6ca2cb2d70edb308dc4211b0d282204b8a53e7/7.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>8-We included the Cyclamen libanoticum; Lebanon’s national flower; as a subtle symbol of resilience and beauty. It is a flower that defies gravity. Growing its petals upwards to the sky. </p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY1LCJwdXIiOiJibG9iX2lkIn19--53893e327ec811430469bcc9c02e47abc6e160a2/8.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY1LCJwdXIiOiJibG9iX2lkIn19--53893e327ec811430469bcc9c02e47abc6e160a2/8.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <p>9-The pattern on the back of traditional Lebanese playing cards inspired this design</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY2LCJwdXIiOiJibG9iX2lkIn19--02822de57ec705276291b6baffd9542e9a4a6aec/9.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY2LCJwdXIiOiJibG9iX2lkIn19--02822de57ec705276291b6baffd9542e9a4a6aec/9.jpg"></a></div></div></div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>10-This design is inspired by the evil eye, a symbol used to ward off evil in anceint Mesopotamia and Egyptian times and is still believed to this day.  “Evil Begone🧿🧿🧿!”</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY3LCJwdXIiOiJibG9iX2lkIn19--d2d567ee23076be0d91580cf4c9c91e694a0a6e4/10.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY3LCJwdXIiOiJibG9iX2lkIn19--d2d567ee23076be0d91580cf4c9c91e694a0a6e4/10.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>11-This outfit is inspired by backgammon, or ‘shesh besh’, a name we grew up hearing from our dads and uncles while they played and yelled at each other competitively. I think a lot of people share that intense memory. *see patterns and remembers the yelling like a PTSD trigger*</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY4LCJwdXIiOiJibG9iX2lkIn19--b134b96eaa9c77083570195c6ffdd0739bdaa288/11.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY4LCJwdXIiOiJibG9iX2lkIn19--b134b96eaa9c77083570195c6ffdd0739bdaa288/11.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>12-One outfit is inspired by elite Lebanese theatre, specifically the historical and cultural Caracalla costumes from ‘A Thousand and One Nights’</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY5LCJwdXIiOiJibG9iX2lkIn19--3bb9bee1ebad8a0fc1394fb08d5c00e969f95602/12.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTY5LCJwdXIiOiJibG9iX2lkIn19--3bb9bee1ebad8a0fc1394fb08d5c00e969f95602/12.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>13-This moon queendom trim is inspired by maamoul molds. A delicious sugary traditional a modern sassy descendent of the ancient egyptian kakeh (cookie) Eaten regularly on celebratory holidays like Easter, Eid, and Ramadan</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTcwLCJwdXIiOiJibG9iX2lkIn19--d23e77875aba48bf1fd8d994dec40ec4c2b8142b/13.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTcwLCJwdXIiOiJibG9iX2lkIn19--d23e77875aba48bf1fd8d994dec40ec4c2b8142b/13.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>14-Lira’s outfit is inspired by Lebanese currency. His belt pattern comes from the 50,000L.L. bill, his robe features a simplified old 250 L.L. coin design, and the cedar tree on his back matches the one on the currency.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTcxLCJwdXIiOiJibG9iX2lkIn19--eb6033ea3c2b7dbf3aeafe28f749733bd63f0519/14.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTcxLCJwdXIiOiJibG9iX2lkIn19--eb6033ea3c2b7dbf3aeafe28f749733bd63f0519/14.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>15-Fifi’s in general is inspired by the vintage Jezzine cutlery. A culturally significant town in Lebanon. It was the town that accepted the main trades coming from the east, especially India. </p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTcyLCJwdXIiOiJibG9iX2lkIn19--bc2a31c6db00943288efa49762c3c749ff31e87c/15.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTcyLCJwdXIiOiJibG9iX2lkIn19--bc2a31c6db00943288efa49762c3c749ff31e87c/15.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>16-  Being a Pharoah hound, Wayne’s scarf pattern is inspired by Seth’s scepter. In ancient Egypt, Seth was the god of chaos, desert and storms, fitting for our chaotic friend who found himself stuck in a box.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTczLCJwdXIiOiJibG9iX2lkIn19--cc8c41e988d1555c6121be42fa43493e4fae2d6a/16.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTczLCJwdXIiOiJibG9iX2lkIn19--cc8c41e988d1555c6121be42fa43493e4fae2d6a/16.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <p>17-Tail’s robe represents Seshat, the ancient Egyptian goddess of measurement, astronomy, and writing. The seven-pointed star symbolizes divine insight and celestial order, while the dome represents a crescent moon, bow, or palm rib which are tools used in timekeeping and record-keeping.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTc0LCJwdXIiOiJibG9iX2lkIn19--fee40f5da6b1594db7729c6550d14db35fd43fa4/17.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NTc0LCJwdXIiOiJibG9iX2lkIn19--fee40f5da6b1594db7729c6550d14db35fd43fa4/17.jpg"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <p>It’s hard to notice your own culture when you live in it every day. But seen through a foreigner’s eyes, it’s anything but ordinary. People find those details fascinating and fresh because they’re not the usual stuff you see everywhere. That is why, we present this world of Nurveil inspired by our lives to YOU!</p> <p> </p> </div>

    Nurveil

  • Wishlist Ready!

    Pardon the pun, but we're now full Steam ahead!

    Splash & Dash is officially on Steam! Add it to your wishlist now!

    While you wait, check out this week's exciting updates:

    Channel your inner Audi driver (you can now flash your headlights at other players, or just use them to not drive in the dark)

    A new (and likely annoying) customizable horn system 

    Fresh paint effects and aura effects

    A customizable hangout space (more on this one very soon)

    The game is evolving fast, and we can't wait for you to experience it all! to stay up to date check out the Discord server.

    Splash & Dash

  • First Look at Nurveil Gameplay!

    A gameplay Reveal coming live from the Sun Map! 

    We’re beyond excited to finally share the very first gameplay footage from Nurveil! our story-rich adventure game and the SUN MAP SOUNDTRACK!!

    In this early look, we explore three finished areas from the Sun Map:
    The Sun Palace – home of Sunlight, filled with comfy cushions and warm light and golden columns!
    The Market – a bustling corner of fish, produce, cloth merchants, and rumors 👀
    The Two Gardens – one with a fountain puzzle. The other, a confusing maze! 


     

    Combat Sneak Peek: Punch, Slash, and Shoot (No VFX added still) 

    This early build highlights Nur’s three core combat actions:

    • Punch: Fast, up-close, and satisfying. Great for pushing smaller enemies back.
       
    • Slash: A wide arc sweep with weight behind it, especially effective against swarms.
       
    • Shoot: A long-range light shot with unlimited use. Useful for targeting airborne enemies or ones hiding in the shadows.
       

    Whether you’re breaking crates, testing aim, or kicking butt, each mechanic plays differently and each can evolve based on how you choose to play.

     

    Early UI Showcase

    We’re also unveiling a peek at Nurveil’s early UI design. In this version, you’ll spot:

    • A clean shop to buy all sorts of upgrades and additives. 
    • A Character creator where you make your very own Nur.
    • A skill map for weapon upgrades!
    • A dynamic health meter that reflects Nur’s …well uh… health
    • And dialogue previews with our talkative NPCs. Yes! They talk ALOT!
       

    The UI is minimal on purpose, designed to keep focus on exploration and character interaction, but still give you what you need, when you need it.

    Watch the Gameplay Below

    We’re keeping it raw and honest. This is a work-in-progress snapshot of the world we’re building, and we couldn’t be prouder of how far we’ve come in just a few months! It maybe need alot of razzle dazzle still but our baby is all grown up now! 

     

    Nurveil

  • "Made by Humans, fairly priced" The biggest challenge in the Age of AI.

    <div class="lexxy-content lightbox-container"> <p>In 2025, a new label is emerging in gaming: 'Made by Humans” It's a tag that shouldn't need to exist, yet here we are.</p> <p> </p> <blockquote> <p><em>Disclaimer: These opinions are my own and may not represent the broader views of the Splash or THU teams.</em>"</p> </blockquote> <p> </p> <p>The video game industry is experiencing its most significant transformation since the shift to digital distribution. Mass layoffs have eliminated an estimated 30,000 jobs since 2023, while AI tools are simultaneously reshaping how games are created. This convergence forces a fundamental question: What role should human creativity play in an increasingly automated production pipeline?</p> <p> </p> <p>AI technology has advanced dramatically and promises even greater changes as the decade progresses. While companies pursue faster production cycles and lower costs, the technology's impact on quality remains debated. For every concern about AI generated slop, there's a counter-example of small studios using AI to achieve what was once impossible without massive teams. AI functions as what I call a “mediocracy filter” it pulls creative output toward the statistical centre of its training data. For developers weak in certain areas, AI offers a boost toward competency. But for those with exceptional skills, the same tools risk dulling their unique edge. This creates a flattening effect where the distance between good and great narrows.</p> <p> </p> <p>This raises a crucial question: what makes a game world feel authentic? While traditional craftsmanship has its merits, player engagement depends more on the final experience than the creation process. The challenge isn't avoiding AI, but ensuring that any tools used both <strong>serve the vision rather than replace it</strong> and are <strong>sourced ethically</strong>. </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Mjk4LCJwdXIiOiJibG9iX2lkIn19--a0c133c35e9b65e93683b80694ecd8c2e8b84037/Screenshot%202025-07-18%20161257.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Mjk4LCJwdXIiOiJibG9iX2lkIn19--a0c133c35e9b65e93683b80694ecd8c2e8b84037/Screenshot%202025-07-18%20161257.png"></a></div></div> <em>(Currently, Steam is only asking if your game is running an LLM live at runtime in the form of an unintentionally racist NPC or a swearing DarthVader)</em> </div> <p> </p> <p> </p> <p> </p> <p>Meanwhile, against a backdrop of economic uncertainty and cultural turmoil. Rising game prices strain the relationship between creators and consumers. Higher development costs don't guarantee higher quality, creating a disconnect between price and value. This tension reveals a fundamental triangle: Quality, Price, and Production Method. Most projects can only optimise for two of these three elements.</p> <p> </p> <p> </p> <p> </p> <p><strong>Quality and Human-made, but Expensive:</strong> </p> <p> </p> <p>Indie masterpieces and AAA promises delivered, passionately handcrafted but priced higher due to intensive human labour and long development cycles, often in years.</p> <p> </p> <p> </p> <p> </p> <p><strong>Quality and Affordable, but AI-driven:</strong> </p> <p> </p> <p>Although heavily promoted by [insert AAA studio CEO]  that say this is coming, examples remain scarce. There is a risk that such games, may flood the market, making discoverability a nightmare. Although I'm betting these experiences will lack depth or have terrible performance. Also, this reduction in production cost does not mean lower cost to the consumer. </p> <p> </p> <p> </p> <p> </p> <p><strong>Affordable and Human-made, but Compromised Quality or long Dev times:</strong> </p> <p> </p> <p>Accessible games produced by human effort under significant constraints, often suffering from limited polish, scope, or depth frequently created under intense pressure and crunch.</p> <p> </p> <p>Exceptional games like Claire Obscure: Expedition 33, Vampire Survivors, and Balatro prove these constraints aren't absolute. Each found creative ways to deliver quality experiences without conforming to traditional production models, whether through innovative mechanics, focused scope, or years of patient iteration.</p> <p> </p> <p> </p> <p> </p> <p><strong>Quality, Affordable, and Human-AI Hybrid:</strong></p> <p> </p> <p>Games that leverage AI for efficiency while maintaining human creative vision, still largely theoretical but they represent the industry's most promising direction. (retopo assist and UV packers are already massive helping hands, can only wait for what AI will bring.)</p> <p> </p> <p> </p> <p> </p> <p><strong>Made by Humans, Fairly Priced:</strong></p> <p> </p> <p>For our project, <em>Splash &amp; Dash</em>, we're committed to transparent development practices. While we'll experiment with AI tools for efficiency, our priority remains human creativity driving the core experience, rather than making absolute claims about human creation in a digital game. When we do integrate AI technologies, we'll prioritise ethical sourcing, avoiding tools that generate assets from databases containing other people's work without their consent. (While this is still not available, we opt out by not using generative AI)</p> <p> </p> <blockquote> <p><em>Splash &amp; Dash</em> launches this year into an overcrowded, shifting market. With a budget of €0.000 and three team members unemployed due to industry layoffs, we represent the reality behind the “human creativity” debate, passionate developers trying to survive in an increasingly difficult landscape. </p> </blockquote> <p> </p> <p>We're implementing regional pricing, bundles, and demos, without microtransactions. Whether this model proves sustainable remains to be seen, but we're willing to test it. If you want to play our game but can't afford it, there will always be a free demo or an available build on Discord. No one should be excluded from the fun.</p> <p> </p> <p>In conclusion,<strong> </strong>the question isn't whether AI will change game development; it already has. The question is whether we can harness these tools while preserving what makes games worth making and playing. The developers who thrive won't be those who reject change or embrace it blindly, but those who thoughtfully choose when human creativity is irreplaceable and when productivity tools can serve that creativity. As we launch Splash &amp; Dash, we're betting that transparency about our methods and commitment to accessibility will resonate with players who value both innovation and integrity.</p> <p> </p> <p> </p> <p> </p> <p><strong>PS: </strong><em>While I tried to show a balanced and neutral point of view in this article, that is because this is the best way to approach and start a conversation.</em></p> <p> </p> <blockquote> <p><em>But let me be clear: the "impossible to build copyright-free AI" narrative is corporate gaslighting. Remember when Napster got destroyed by Metallica + Dr.Dre? Same theft, bigger scale. Only now it's Tech companies doing the stealing. The system protects capital, not creators, and we are witnessing the largest art heist in history, only everyone is calling it innovation. So if you'll allow me to leave you with a plea: <strong>Learn about how the tech gets made and keep having conversations about it </strong>(especially with those who use it without knowing how the "sausage" gets made, and when a ethical model comes around, follow the old saying, "trust but verify")<strong>,  </strong>because complacency is oppression's favourite tool, and we've already lost enough. </em></p> </blockquote> <p> </p> </div>

    Splash & Dash

  • Meet the Devs - João Miguel

     

     

    Behind the Characters: A conversation with João Miguel

    When I sat down with João, our character artist, I wasn't expecting to dive into childhood nostalgia, but that's what happened, and it reminded me why I love working on this project so much.

     

    João joined our team after seeing early Splash& Dash gameplay, and his reaction was pure magic. That nostalgic pull from games like Crash Team Racing was strong, he knew he wanted to be part of what we were building.

    What started as character design became something much richer. He didn't just create 3D models; he built entire backstories, developed lore, and created factions within our world.

    Watching him transform our vague concept of "Haunted punk" into a living, breathing cast has been incredible. Working with people like this is the kind of creative partnership that makes indie game development so rewarding.

     

    Watch the full interview to hear about his creative process, future dreams for the project, and why he accidentally became our UI artist too. 

     

    Discord

    João socials:

    Instagram

    Artstation

     

    Splash & Dash

  • Animating the Game: Progress Logs & Feedback Loops

    <div class="lexxy-content lightbox-container"> <p><em>With the 3D character models now completed, our upcoming phase: <strong>animation⭐</strong>.</em></p> <p> </p> <div class="lightbox-container"><em><img alt="" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjYwLCJwdXIiOiJibG9iX2lkIn19--7ed7a4413c771dfda6ae0b6f6dce0152e2bf29ab/IMG_9042.webp" style="height:329px;width:400px;"></em></div> <p> </p> <p>✦ . ⁺  . ✦ . ⁺  . ✦</p> <p> </p> <p>I’m responsible for directing our 3D animator in animating the MC, creatures, and NPCs, while ensuring all movements are fluid and realistic, without causing the phone to heat up and explode. It’s a balancing act between authenticity and efficiency, and that’s where the enjoyment (and the feedback loops) start!</p> <p> </p> <p> </p> <p> </p> <p>Here is a compilation of a bunch of animations, and how they differed from the first draft to the second draft after feedback:</p> <p> </p> <p>───── ⋆⋅☆⋅⋆ ─────</p> <p> </p> <p> </p> <p> </p> <div> <div style="width:100%;height:0;padding-bottom:56.25%;"></div> </div> <p> </p> <p>───── ⋆⋅☆⋅⋆ ─────</p> <p> </p> <p><strong>Each group comes with its own set of rules:</strong></p> <p> </p> <p>⚔️The MC is our little puppet, it needs to feel generally satisfying to control and every movement has to feel as fun and dynamic as possible while still being grounded. Most of our time has gone to tweaking attack animations, recieving impact animations, and running.</p> <p> </p> <p>🐛Monsters are where we can get a little weirder. We want them to move in unsettling ways while also remaining real(The centipede animation was the biggest struggle, solely because it was very icky to animate and to look at in general, WE HAD TO RESEARCH REFERENCE PICS! :( ). When it came to their death sequence and attacks, we wanted them to appear generally satisfying and rewarding to strike by increasing the amount of impact they face when being hit by the MC</p> <p> </p> <p>🗣️NPCs are more subtle. But we wanted to make sure they still fill out the spaces in the environment by grounding their movements while keeping a sense of dynamics. Each NPC was also animated in a different way to highlight their personality and attitude, whether that's through their stance, posture, or general speed of movement!</p> <p> </p> <p>✦ . ⁺  . ✦ . ⁺  . ✦</p> <p> </p> <p>Most of these animations, as seen from the feedback notes, focus heavily on animation basics with a special attention to <strong>overshooting, arcs, exaggeration, and anticipation (and general speeding!)</strong>. While the rest are also important to pay attention to, to me these four elements are my go-to for making any animation or general movement look more impactful and lively.</p> <p> </p> <p>In some cases, I had to slow down the animation frame rate to study how the body form and silhouette looks in each and every frame, especially when it comes to <strong>delay and weight </strong>as<strong> </strong>in some cases, it's the hips that lead the body, and in others the head, and in others the hand and so on!</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjU2LCJwdXIiOiJibG9iX2lkIn19--5ba7d040cf3b1ffbb7bca37b4a46033063c29ebf/Dream_4_copy%202_1.gif"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjU2LCJwdXIiOiJibG9iX2lkIn19--5ba7d040cf3b1ffbb7bca37b4a46033063c29ebf/Dream_4_copy%202_1.gif"></a></div></div></div> <p> </p> <p>Because being an animator means randomly staring at strangers in public studying how their limbs move and not noticing you are practically zoning out at them (please tell me that it's not just me who does this....)</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjYxLCJwdXIiOiJibG9iX2lkIn19--6fb2eb5960ed0b13ee6a9670aa8cec3d9294b244/IMG_9041.webp"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjYxLCJwdXIiOiJibG9iX2lkIn19--6fb2eb5960ed0b13ee6a9670aa8cec3d9294b244/IMG_9041.webp"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p>───── ⋆⋅☆⋅⋆ ─────</p> <p> </p> <p>That’s our current stage in the process! It's chaotic, it's detailed, it's imaginative, yet it's somewhat enchanting to see static models transform into characters with genuine personality🌟</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjYyLCJwdXIiOiJibG9iX2lkIn19--58205974c2a8c35693684c94ae6a2b4eb3565d21/IMG_9043.webp"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MjYyLCJwdXIiOiJibG9iX2lkIn19--58205974c2a8c35693684c94ae6a2b4eb3565d21/IMG_9043.webp"></a></div></div></div> <p> </p> <p> </p> <p> </p> </div>

    Nurveil

  • The Digital Living Room:

    <div class="lexxy-content lightbox-container"> <p>I always have a hard time picking where to meet friends for a quick hangout, coffee shops can be crowded or have no wifi, other community centres close way too early, and the weather is not always keen on the evening walk concept. The expression "third space" refers to those crucial social environments between home and work. These have become increasingly rare. Yet, game developers can recreate these spaces through video games as a social experience. I'm about to seriously carbon date myself, but here it goes. </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTUxLCJwdXIiOiJibG9iX2lkIn19--23cf589c41866843f9b68fbafad0354627909bfc/Screenshot%202025-02-10%20204435.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTUxLCJwdXIiOiJibG9iX2lkIn19--23cf589c41866843f9b68fbafad0354627909bfc/Screenshot%202025-02-10%20204435.png"></a></div></div></div> <p> </p> <p><strong>The Death of the Arcade, the Birth of the Digital Hub</strong></p> <p> </p> <p>The arcade was perhaps gaming's greatest third space. A place where strangers became rivals, where you could watch someone play for hours, where the best player on the Street Fighter II cabinet became a local legend. (i still watch DDR and MaiMai players in awe today when Ii visit arcades in London or Tokyo, even though i suck at those games).  When arcades vanished, something irreplaceable was lost, not just the games, but the social fabric around them. </p> <p> </p> <p>Modern game lobbies attempt to recreate this energy. But often fall short, they are menus disguised as 3D spaces, functional but sterile. The truly memorable lobbies understand that they're not just waiting rooms. They're destinations. The 90s and early 2000s represented a golden age of hub world design. Super Mario 64's castle wasn't just a level select screen; it was a playground filled with secrets, a space that felt lived-in and mysterious. The same was true for multiple games of the time.</p> <p> </p> <p>These spaces understood something crucial: the journey between activities is as important as the activities themselves. They invited exploration, rewarded curiosity, and created a sense of place that transcended their function.</p> <p> </p> <p> </p> <p> </p> <p><strong>A Safe Harbour:</strong></p> <p> </p> <p><em>From Karina, our team member:</em></p> <p> </p> <blockquote> <p>"As the younger sister, I was always too afraid or uncoordinated to play the actual game, so the lobby was always fantastic for me. Not surprisingly, games like Diddy Kong Racing, Super Mario 64, and Crash Bandicoot are deeply ingrained in my memory; they all had a “no fail” area for me to play around in for a while. Now I can play the whole game (and even make them). But still, the lobby feels like a cosy, special place where you will never lose. There's no tension, no frustration, just pure interaction with that game's world and other players. You can take your time to unfold its secrets, and you can prepare for battle. It is your home. Creating a lobby for Splash &amp; Dash was almost a duty. Even though it means more work, it's valuable work to provide gamers with a home and a safe place to be."</p> </blockquote> <p> </p> <p>Her perspective captures an essential part of what makes lobbies special, they’re sanctuaries within games, safe harbours where stakes are low and failure does not apply.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU5LCJwdXIiOiJibG9iX2lkIn19--abdfe34688ae06f090d0638c9205076a805c2bc9/Screenshot%202025-07-10%20at%2016.04.05.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU5LCJwdXIiOiJibG9iX2lkIn19--abdfe34688ae06f090d0638c9205076a805c2bc9/Screenshot%202025-07-10%20at%2016.04.05.png"></a></div></div></div> <p> </p> <p><strong>The Social Architecture of Digital Spaces</strong></p> <p> </p> <p>Modern games like Deep Rock Galactic's space rig demonstrate how 3D lobbies can foster community. These spaces provide what urban planners call "social affordances" opportunities for interaction that feel natural rather than forced. Even those on the functional side found this achievable, Helldivers 2 ship (mine was named “Fist of Family Values”) was small but allowed for incredible memable moments. The key is creating reasons for players to congregate, linger, and interact. </p> <p> </p> <p>A well-designed lobby doesn't just connect you to matches; it connects you to other people.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU0LCJwdXIiOiJibG9iX2lkIn19--6df407dd9a0de2d033096804ed62b9dd36b74a37/Screenshot_2025-01-07_163438.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU0LCJwdXIiOiJibG9iX2lkIn19--6df407dd9a0de2d033096804ed62b9dd36b74a37/Screenshot_2025-01-07_163438.png"></a></div></div></div> <p> </p> <p><strong>The Challenge of Creating a "Third Space" for a Small Team</strong></p> <p> </p> <p>For Splash &amp; Dash, our lobby represents one of our biggest design challenges. We want it to feel spacious and full while serving as an efficient hub for arena selection and customisation. Drawing inspiration from the N64 era, we're treating our lobby as "the underworlds" the place where most of our storytelling happens. For a small team, this approach feels like extra work. It would be easier to create a sleek menu system. But we believe the investment is crucial because this is where players will spend time between matches, where they'll customise their characters, cars, and ability decks, and where they'll form the social connections that keep them coming back. We even have an Apartment system where you can buy a flat in this world, so you can fill it with trophies and unlockables.</p> <p> </p> <p><strong>The Future of Digital Gathering</strong> </p> <p> </p> <p>Some of gaming's most powerful social moments happen (to me) not in competition, but in collaboration. The joy of 4-player split-screen Goldeneye, the satisfaction of clearing a difficult level in Golden Axe with a friend, and the emergent storytelling that happens in co-op games like It Takes Two. These experiences foster parallel play, where people engage in shared activities together. It's the same dynamic that makes a good lobby work: you're sharing a space, but it's up to you how much you want to interact..</p> <p> </p> <p>As remote work reshapes our relationship with physical spaces, the importance of well-designed digital spaces grows. A great lobby doesn't just serve the game. It serves the human need for casual social interaction, for spaces where you can be alone together. Spaces can foster community. They're places where you might make a friend, discover something new, or simply exist alongside other people without the pressure of constant interaction. In a world where third spaces are vanishing, we saw an opportunity to create new ones. </p> <p> </p> <p>The game lobby isn't just where you wait for the next match. It's where you remember why you wanted to play in the first place.</p> <p> </p> <p>We're still considering how players will interact in our game. So far, we have emoji reactions and a horn, but full voice chat isn't out of the question. Please share your preferences and come try it out on <a href="https://discord.gg/PAXXJ6y9ck">Discord</a>.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTc3LCJwdXIiOiJibG9iX2lkIn19--ed0e1993512c1c467ad3f3958d4c5f37be3ee9ac/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTc3LCJwdXIiOiJibG9iX2lkIn19--ed0e1993512c1c467ad3f3958d4c5f37be3ee9ac/image.png"></a></div></div></div> <p> </p> <p><em>in this post, you also got to see a bunch of our lobbies and how they evolved over time, We had 5 lobbies so far, testing what worked, and we finally landed on this circular valley design.</em><br>  </p> <p> </p> </div>

    Splash & Dash