Made a new Game: Ultra Ball!
I spent a couple of weeks making a new game! I wanted to jam something new out for a couple of reasons:
I want to get better in Unreal 5, my other games are all in UE4 and UE5 has so much cool new tech in it
My main game Freerunners is taking forever to complete
I have a backlog of little game ideas that I want to make
So I picked a simple idea, something I had been wanting to make for a while, that I thought had potential for fun and that I could make quickly, called…
Ultra Ball!
Ultra Ball blends traditional arcade gameplay with a modern feel. Combining elements from classics like Breakout, Pong and Superhexagon to create challenging gameplay that seems simple but quickly gets harder and will keep you on the edge of your seat!
Test your reflexes against the games increasing intensity!
Play for FREE on my itch.io HERE
INITIAL IDEA:
I had the idea a good few years ago and just hadn’t had a chance to make it yet. Below you can see the initial design that I wrote down. Super simple concept, keep the ball bouncing for as long as possible. Hold the left mouse button to move the top paddle and hold the right mouse button to move the bottom paddle, with obstacles getting in your way to make it more difficult.
DEVIATING FROM THE IDEA:
However, when I came back to the idea and started actually thinking about making it, I quickly realised that holding a specific mouse button to move a specific paddle was going to make things over-complicated and wasn’t going to feel good. So I decided to deviate from my initial idea. I simplified the mechanic so no mouse clicking was needed. Instead, you only control the paddle in the direction the ball is moving. This created a nice focusing in feeling of attention just in front of the ball (almost how in vampire survivors you are just looking for that next place to move to and don’t have to worry about clicking buttons).
DEVELOPMENT PROGRESS:
I thought it be interesting to reflect on the progress of making the game. I didn’t track my time rigidly but I think making the game took around 20 hours, which was split across a few weeks. 25-ish hours total if you include stuff outside of the core development: making an itch store page, uploading the game, creating screenshots, a trailer and writing this blogpost about making the game. Below are rough chunks of how I spent my time and the progress I made:
CHUNK 1 : Around 5 hours
Kicking a project off is always exciting so I spent a bigger chunk of time here. I setup the project, starting from the Top-down Default Project Template but it would probably have been better starting off with a completely clean project because I ended up removing pretty much everything, only keeping some of the template meshes. I got a lot done here, my initial goal was to get the core game loop in as soon as possible, to test out if it would actually be fun. So I ended up getting in:
The core bouncing ball mechanic and moving the paddles around
Match states (Into, game in-progress and match over)
Level data system and each level having a unique time to complete
Save system to track best time got on each level
A simple UI
Making sure I could cook off a build (a little tip I found from doing game jams in the past)
I was very happy with the progress, it’s a simple game mechanic but I was getting that 1 more go feeling from it already.
CHUNK 2 : Around an hour
I got a lot more done here than I was expecting, I wanted to carry on getting the core mechanics in so I focused on the rest of the structure of the game, things like:
Implementing the other core system of the game which would allow me to add “modifiers” to the level data to activate and deactivate obstacles and other modifiers e.g. changing the shape of the paddles
Setting up placeholder level data for the 10 levels I had planned
Making it so you could pick levels in the UI and see information about those levels
In the video, past 20 seconds, you will see how I am now able to change the paddles to be a different shape. This was a good proof of concept for the game.
CHUNK 3 : Around an hour
Next up I wanted to get some music in, to start solidifying the games feel. It took me agggeess to find something that I thought worked which in-turn made me feel like I wasn’t making a lot of progress. I used the Unreal Marketplace to find the music (£5) and also an 8-bit sound effect pack (£7.60). These were the only things I spent money on for the project: Totaling to £12.60. I implemented a simple music-switching system which you can hear in the video above, but ran out of time to implement any new sound effects.
CHUNK 4 & 5 : Around 1 hour total
I got busy in life and so work on Ultra Ball slowed down for a bit. I tried working on it but I only got like 30 min chunks of time to work on it. Which was making it hard to get into the flow of work and make meaningful progress. I did some misc stuff, adding a bit of juice to make the game feel better (paddles tilt when you move, ball scales on bouncing, on level start made the paddles scale in). I also changed the colour of the ball.
Design-wise I was finding it a bit hard to add juice to the game because the gameplay gets so fast. Camera shakes and sounds when the ball bounced seemed cool to start with, but ended up being constant when the ball sped up. So everything had to be very short and tight e.g. the bounce sounds had to have a very quick attack and release.
CHUNK 6 : Around an hour
I was getting a bit annoyed at not making a lot of progress. The juice stuff I was doing was interesting but it felt like I was getting distracted from driving the game towards being finished. So I decided to focus in on what mattered most: the level designs. I felt like if I had the levels designs I would have something to aim towards even if I only had hour chunks of time. Above you can see my sketches of what I thought the levels could be. I first drew down the ideas and then tried to number them in order of difficulty (from the players’ perspective not development difficulty). I felt better about things after creating this plan of action.
CHUNK 7 : Around 4 hours
Things started to come together here. I think this was due to having the level design plan but also because of the longer chunk of time again, allowing me to get more into a flow state. Here I worked on:
Blocking out most of the obstacle/modifier mechanics needed for the rest of the levels
Improved the UI across the board and added some fun juice to it
Fixed a bunch of misc bugs that had been building up
CHUNK 8 : Around 4 hours
I got another bigger chunk of time and put it to good use. As I was getting closer to finishing the game I wanted to start tying things up. So I made a pass on the art of the game. Art is by far my weakest area (I’m colourblind), but something I want to practice and improve on in making these little prototypes. I also worked through the last of the level designs and then made up a lock system to allow for actual progression in the game. I then gave things a balancing once over. I had to make some balancing tweaks to levels because some of them were just too hard:
I removed the Switcharoo level because it was so hard (inversed controls)
The spinning triangle obstacle in cooked builds seemed to spin faster than in-editor, making the level impossible, so I had to really slow them down
CHUNK 9, 10 : Around 2 hours total
Now I was on the path to finishing the game. I wanted to playtest the game and then wrap things up. I cooked off a build and gave it to a couple of people to play and get feedback on. They seemed to enjoy the game and I got a handful of bugs to fix, suggestions for opportunities to add more juice and some other general thoughts on the game. I playtested it myself and then acted on the feedback: fixing bugs, adding some more juice and then quickly added a couple of new things to the game:
3 new levels. One with multiple routes. One with pinball-style flappers (you can see in the video above) and lastly a level at the very end of the whole game called “The Impossible Lvl”. An intentionally super hard level (one I haven’t been able to beat yet). For this last level I reintroduced the inversed controls that I decided to remove earlier on in the project. I wanted to have a super hard challenge right at the end of the game.
I also added a second-level complete timer to each level called “Ultra Time” that is harder to reach than completing the basic level complete time. I thought this fit the overall game and would add a little extra challenge to the player (plus it was an easy win development time-wise)
I could have continued working on the game, adding further levels and more juice, but I got to a point where I felt like I was just drawing out the whole process. The point was to have some fun, practice making games and then move on! So that was it I called it finished!
CHUNK 11 : Around 5 hours
Did I say finished… well I meant almost finished. One thing I’ve learnt from making my bigger game Freerunners is that the marketing side of it is super important. Although I’m not planning on marketing Ultra Ball fully, there are still some basics that I can do and practice to build up pipelines for marketing any games I make in the future. Funnily enough, this stuff took me much longer than I planned for at almost a fifth of my total development time! Making up gifs and recording footage always take a while and are fiddly but there are also a bunch of little things and steps that I always forget about. Like needing to create a custom thumbnail for the Youtube trailer video. Here is a list of the broad things I did that I will build on for future game:
itch store page setup
Media, GIFs, trailer, videos for store page and social media etc
This postmortem blog
Social media posts
Updating my website with the game
Post on IndieDB.com
And then I really was FINISHED!
Below is the quick trailer I made for the game
Overall Thoughts and Learnings:
Bigger chunks of time can help you be creative: I struggled to make meaningful progress when working for an hour or less, bigger chunks of time were more useful for getting into a flow and being creative
Taking breaks from your game can help: 20 hours of development split across several weeks was far better than 20 hours of solid work. It gave me time to passively think about the game in-between and come back with fresh ideas and perspectives
Make a plan: When I felt like I wasn’t making much progress making a plan of action helped a lot. Splitting bigger tasks into more manageable pieces for the time chunks I had available
Always Playtest: Getting people to playtest the game is always useful as people will see things that you are completely blind to
Get the ideas out of your head fast: Some ideas in your head don’t actually work when you try to put them into practice (for example my deviation from the initial idea)
Watch out for ‘Scope Creep’: I started to extend the project, adding more juice and further levels. Luckily I caught myself doing this and forced myself to just finish it. Remembering the goal here is to make lots of tight fun prototypes, not to make full games
Marketing should be part of the process: Uploading and doing some basic marketing (store page, marketing trailer/screen shots) is all part of the progress and I didn’t account for this when I was estimating how long the game was going to take to make. There are so many little bits and like I said further up it ended up being like a fifth of my whole time used (roughly 5 hours). Marketing is one of the areas that I’d like to improve on, so this is something I’ll need to consider when making future prototypes/jams.
FINAL THOUGHTS:
I’m happy with how Ultra Ball turned out. I think the game is fun and pretty tight. I can see ways that I could extend it further, but for now I’m content with leaving it as is. I feel more comfortable using Unreal Engine 5 and I am looking forward to prototyping out some other game ideas I’ve had on the backburner!
If you enjoyed this go play ULTRA BALL HERE and let me know what you thought!
BLOG POSTS
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2025
21
- Dec 7, 2025 QUICK DEV TIP #110 UE5 - Thicken Trigger Volumes
- Nov 16, 2025 Level Optimise Tool - UE5.7 Compatible Version
- Nov 15, 2025 Project Optimise Tool - UE5.7 Compatible Version
- Nov 5, 2025 Quick Dev Insights #10 - Designing Dynamic Game Music Systems - with Pav Gekko
- Nov 1, 2025 Updated My Website Look!
- Oct 26, 2025 New Branding!
- Oct 15, 2025 Quick Dev Insights has a new home!
- Oct 13, 2025 Zombie Typing is Live in Steam Next Fest!
- Oct 9, 2025 Quick Dev Insights #09 - Technical Animation In Games - With Liam Lambert
- Oct 4, 2025 Zombie Typing - Demo Released To Steam
- Sep 13, 2025 Zombie Typing - Full Game Announcement!
- Sep 10, 2025 Quick Dev Insights #08 - Designing Sounds For Games - with Ben Ridge
- Aug 13, 2025 LEVEL OPTIMSE TOOL - UE5.6 Compatible Version Released!
- Aug 9, 2025 Project Optimise Tool - Updated to V3.2!
- Aug 7, 2025 QUICK DEV TIP #109 UE5 - Filtering Output Logs
- Jul 23, 2025 QUICK DEV TIP #108 UE5 - Bulk Fill Array
- Jul 23, 2025 QUICK DEV TIP #107 UE5 - Orbit Camera Mode
- Jul 21, 2025 Devumentary: ZOMBIE TYPING
- Jul 15, 2025 Zombie Typing Game Demo Launched!
- Apr 25, 2025 Optimising Your Unreal Engine 5 Project
- Mar 29, 2025 Level Optimise Tool - Released Onto FAB Marketplace
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2024
20
- Nov 24, 2024 Project Optimise Tool Released Onto FAB Unreal Marketplace!
- Oct 12, 2024 I Released Project Optimise V3.1
- Sep 17, 2024 QUICK DEV TIP #106 UE4 / UE5 - Toggle Debug Camera
- Sep 7, 2024 Quick Dev Insights #07 - Developing For The Playdate - Ollie Coe
- Sep 3, 2024 QUICK DEV TIP #105 UE4 / UE5 - Debugging UI With The Widget Reflector
- Sep 3, 2024 QUICK DEV TIP #104 UE4 / UE5 - Quick Select Input Key
- Sep 2, 2024 QUICK DEV TIP #103 UE4 / UE5 - Auto Navigate to Blueprint Error
- Aug 28, 2024 Indie Dev Story is now available on Steam for FREE!
- Aug 20, 2024 Quick Dev Insights #06 - Starting and running your own outsourcing studio - Rob Moody
- Aug 4, 2024 QUICK DEV TIP #102 UE4 / UE5 - List Modified Variables
- Aug 4, 2024 QUICK DEV TIP #101 UE5 - Quick Copy Paste Variables
- Jul 31, 2024 Indie Dev Story Patch Notes for V1.3
- Apr 22, 2024 Testing out Tech: Adobe Express - Animations from Audio
- Apr 20, 2024 Made a new Game: Ultra Ball!
- Mar 5, 2024 FREERUNNERS PROGRESS - More ways to Fail
- Feb 27, 2024 Freerunners Progress - A better flow
- Feb 21, 2024 Freerunners Marketing, Lets get started!
- Feb 17, 2024 FREERUNNERS Steam Next Fest Postmortem
- Feb 7, 2024 FREERUNNERS IS IN STEAM NEXT FEST FEB 2024!
- Jan 25, 2024 FREERUNNERS DEMO UPDATE! (JANUARY 2024)
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2023
18
- Dec 31, 2023 Marauders Community Memes, Art and Cosplay! Dec 2023 Edition
- Nov 27, 2023 Freerunners Demo Updates! (November 2023)
- Oct 7, 2023 Project Optimise Tool (Unreal Engine) : How To Use
- Oct 7, 2023 Project Optimise Tool Is Now Downloadable From My itch.io Page
- Sep 8, 2023 Freerunners Demo Out Now!
- Sep 4, 2023 All Things Marauders (March - August 2023)
- Aug 8, 2023 10 Tips For Faster Blueprint Using
- Aug 5, 2023 Updated my Free Unreal Engine Tool: Project Optimise
- Jun 10, 2023 Meetup at the Team17 office!
- Apr 28, 2023 New Unreal Engine Tool: Project Optimise!
- Apr 14, 2023 21 UE4/UE5 Tips To Help You Build Out Levels Faster
- Mar 31, 2023 I did a talk at GDC!
- Mar 4, 2023 4 Material Editor Tips for Unreal Engine
- Feb 25, 2023 6 Tips for Faster Blueprinting!
- Feb 13, 2023 5 Useful Unreal Engine Blueprint Tips/Tricks
- Feb 9, 2023 3 Quick Unreal Engine Sound Tips/Tricks
- Jan 20, 2023 Compare Data tables Tool for Unreal Engine
- Jan 3, 2023 I Tried Rokoko Video - Free Ai Motion Capture
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2022
55
- Dec 29, 2022 3 Quick Unreal Engine Animation Tips/Tricks
- Dec 21, 2022 Marauders: The Red Baron Update
- Dec 6, 2022 50 Quick Tips and Tricks for Unreal Engine. How many do you know?
- Dec 5, 2022 F1 Marauders Art
- Nov 21, 2022 QUICK DEV TIP #100 UE4 / UE5 - Snap To Surface
- Nov 15, 2022 Quick Dev Insights #02 - Level Designer - Alfie Bawden
- Nov 12, 2022 QUICK DEV TIP #99 UE4 / UE5 - Editor Asset Open Location
- Nov 11, 2022 Launching Marauders into EA
- Nov 11, 2022 Marauders Memes#1
- Nov 7, 2022 QUICK DEV TIP #98 UE4 / UE5 - Custom Asset Shadow
- Oct 29, 2022 QUICK DEV TIP #97 UE4 / UE5 - Screenshots
- Oct 24, 2022 QUICK DEV TIP #96 UE4 / UE5 - Copy Paste UMG Anims
- Oct 16, 2022 QUICK DEV TIP #95 UE4 / UE5 - Favourite Blueprint Nodes
- Oct 12, 2022 Rust bucket 3D Print
- Oct 12, 2022 QUICK DEV TIP #94 UE4 / UE5 - MATERIAL EDITOR KEYBOARD SHORTCUTS
- Sep 27, 2022 QUICK DEV TIP #93 UE4 / UE5 - Blueprint Keyboard Shortcuts
- Sep 19, 2022 QUICK DEV TIP #92 UE4 / UE5 - GAMEPLAY VIEW
- Sep 10, 2022 Marauders Progress
- Sep 3, 2022 QUICK DEV TIP #91 UE4 / UE5 - COMMENTING
- Aug 22, 2022 QUICK DEV TIP #90 UE4 / UE5 - GROUPING
- Aug 15, 2022 QUICK DEV TIP #89 UE4 / UE5 - LOCK IN PLACE
- Aug 5, 2022 QUICK DEV TIP #88 UE4 / UE5 - REORDER ARRAY
- Jul 19, 2022 QUICK DEV TIP #87 UE4 / UE5 - HIDE UI BINDINGS
- Jul 12, 2022 QUICK DEV TIP #86 UE4 / UE5 - CONSOLE COMMAND INFO
- Jul 3, 2022 QUICK DEV TIP #85 UE4 / UE5 - QUICK CHANGE VIEWPORT ANGLE
- Jun 27, 2022 QUICK DEV TIP #84 UE4 / UE5 - DELETE NODE, KEEP CONNECTION
- Jun 19, 2022 QUICK DEV TIP #83 UE4 / UE5 - MOVE WITH ASSET
- Jun 12, 2022 QUICK DEV TIP #82 UE4 / UE5 - EDITOR START UP LEVEL
- Jun 6, 2022 QUICK DEV TIP #81 UE4 / UE5 - VIEW FROM ASSET POINT OF VIEW
- May 29, 2022 QUICK DEV TIP #80 UE4 / UE5 - EXTRA INFO ABOUT NODES
- May 29, 2022 Quick Dev Insights #05 - Indie Games Publisher - Jeff Giasson
- May 23, 2022 QUICK DEV TIP #79 UE4 / UE5 - CONTENT BROWSER FILTERS
- May 16, 2022 QUICK DEV TIP #78 UE4 / UE5 - ADJUST GIZMO SIZE
- May 10, 2022 QUICK DEV TIP #77 UE4 / UE5 - FULL SCREEN VIEWPORT
- May 3, 2022 QUICK DEV TIP #76 UE4 / UE5 - SPEED TREE COLOUR VARIATION NODE
- Apr 28, 2022 Quick Dev Insights #04 - Building A Community - Dan Walters
- Apr 26, 2022 QUICK DEV TIP #74 UE4 / UE5 - OPTIMISING TICK RATE
- Apr 25, 2022 QUICK DEV TIP #75 UE4 / UE5 - MAP THUMBNAIL ICONS
- Apr 12, 2022 QUICK DEV TIP #73 UE4 / UE5 - GPU VISUALISER
- Apr 9, 2022 Quick Dev Insights #03 - Creating UI For Games - Ben Humphreys
- Apr 5, 2022 QUICK DEV TIP #72 UE4 / UE5 - TEMP CHANGE PIVOT
- Mar 28, 2022 QUICK DEV TIP #71 UE4 / UE5 - COPY PASTE LODs
- Mar 24, 2022 Marauders Has Been Announced!
- Mar 22, 2022 QUICK DEV TIP #70 UE4 / UE5 - OUTLINER FILTERING
- Mar 15, 2022 QUICK DEV TIP #69 UE4 / UE5 - CONSOLE COMMAND SEARCHING
- Mar 7, 2022 QUICK DEV TIP #68 UE4 / UE5 - HIGHLIGHTING CONNECTIONS
- Mar 1, 2022 QUICK DEV TIP #67 UE4 / UE5 - SAVE HARD DRIVE SPACE
- Feb 21, 2022 QUICK DEV TIP #66 UE4 / UE5 - NAME MATERIAL PINS
- Feb 15, 2022 QUICK DEV TIP #65 UE4 / UE5 - EDIT AUTOSAVE SETTINGS
- Feb 6, 2022 QUICK DEV TIP #64 UE4 / UE5 - HIDE ALL SCREEN MESSAGES
- Jan 31, 2022 QUICK DEV TIP #63 UE4 / UE5 - MEASURING DISTANCES
- Jan 25, 2022 QUICK DEV TIP #62 UE4 / UE5 - MATHS IN VARIABLES
- Jan 17, 2022 QUICK DEV TIP #61 UE4 / UE5 - STORE BLUEPRINT GRAPH POSITIONS
- Jan 11, 2022 QUICK DEV TIP #60 UE4 / UE5 - MIRROR ASSETS
- Jan 3, 2022 QUICK DEV TIP #59 UE4 / UE5 - SMALLER INTERFACE ICONS
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2021
55
- Dec 27, 2021 QUICK DEV TIP #58 UE4 / UE5 - QUICK ADJUST CAMERA SPEED
- Dec 20, 2021 QUICK DEV TIP #57 UE4 / UE5 - BREAKPOINT ON BLUEPRINT ERROR
- Dec 13, 2021 QUICK DEV TIP #56 UE4 / UE5 - UMG REPLACE & WRAP WITH
- Dec 6, 2021 QUICK DEV TIP #55 UE4 / UE5 - MOVE VARIABLE TO PARENT
- Nov 29, 2021 QUICK DEV TIP #54 UE4 / UE5 - SELECT ALL OF THE SAME
- Nov 22, 2021 QUICK DEV TIP #53 UE4 / UE5 - LIGHT MAP STATISTICS
- Nov 16, 2021 QUICK DEV TIP #52 UE4 / UE5 - EVENT TO FUNCTION / FUNCTION TO EVENT
- Nov 8, 2021 QUICK DEV TIP #51 UE4 / UE5 - DISABLE BLUEPRINT NODE
- Nov 1, 2021 QUICK DEV TIP #50 UE4 / UE5 - EDITOR CALL EVENTS AT RUNTIME
- Oct 25, 2021 QUICK DEV TIP #49 UE4 / UE5 - SAVE LOAD LAYOUTS
- Oct 18, 2021 QUICK DEV TIP #48 UE4 / UE5 - QUICK MAKE ICONS
- Oct 18, 2021 My steam page got approved for my game Freerunners!
- Oct 11, 2021 QUICK DEV TIP #47 UE4 / UE5 - QUICK OPEN LEVEL ASSET
- Oct 4, 2021 QUICK DEV TIP #46 UE4 / UE5 - THUMBNAIL EDIT MODE
- Sep 27, 2021 QUICK DEV TIP #45 UE4 / UE5 - COMBINING MULTIPLE STATIC MESHES
- Sep 20, 2021 QUICK DEV TIP #44 UE4 / UE5 - RELATIVE AND WORLD TRANSFORMS
- Sep 13, 2021 QUICK DEV TIP #43 UE4 / UE5 - QUICK NAVIGATE TO BLUEPRINT PARENT
- Sep 6, 2021 QUICK DEV TIP #42 UE4 / UE5 - Automatically Reimport Files
- Aug 30, 2021 QUICK DEV TIP #41 UE4 / UE5 - Have Multiple Anim Sequences Open
- Aug 24, 2021 QUICK DEV TIP #40 UE4 / UE5 - Diffing Blueprints
- Aug 16, 2021 QUICK DEV TIP #39 UE4 / UE5 - Quick Tweak Textures
- Aug 9, 2021 QUICK DEV TIP #38 UE4 / UE5 - Animation Pose Into Static Mesh
- Aug 2, 2021 We Won An Award!
- Aug 2, 2021 QUICK DEV TIP #37 UE4 / UE5 - Colourblind Editor Mode
- Jul 26, 2021 QUICK DEV TIP #36 UE4 / UE5 - Saving Colours
- Jul 19, 2021 QUICK DEV TIP #35 UE4 / UE5 - Quick Switch Tabs
- Jul 12, 2021 QUICK DEV TIP #34 UE4 / UE5 - Find Across Whole Project
- Jul 5, 2021 QUICK DEV TIP #33 UE4 / UE5 - UMG Favourites
- Jun 28, 2021 QUICK DEV TIP #32 UE4 - Custom Grid Snap Amounts
- Jun 21, 2021 QUICK DEV TIP #31 UE4 - Favourite Folders
- Jun 13, 2021 QUICK DEV TIP #30 UE4 - Content Browser Icon Size
- Jun 7, 2021 QUICK DEV TIP #29 UE4 - Quick Make Pins
- May 31, 2021 QUICK DEV TIP #28 UE4 - Drop Asset To Surface
- May 24, 2021 QUICK DEV TIP #27 UE4 - Multiple Content Browsers
- May 17, 2021 QUICK DEV TIP #26 UE4 - Change Asset Default Transform
- May 10, 2021 QUICK DEV TIP #25 UE4 - Move Light In Static Mesh Viewer
- May 3, 2021 QUICK DEV TIP #24 UE4 - Quick Rename
- May 3, 2021 Survive Another Night Patch Notes
- Apr 26, 2021 QUICK DEV TIP #23 UE4 - Toggle Translucent Selection
- Apr 19, 2021 QUICK DEV TIP #22 UE4 - Quick Find Asset
- Apr 12, 2021 QUICK DEV TIP #21 UE4 - ADVANCED CONTENT BROWSER SEARCHING
- Apr 5, 2021 QUICK DEV TIP #20 UE4 - OPTIMISING: DUMPTICKS
- Mar 29, 2021 QUICK DEV TIP #19 UE4 - TWEAK ANIMATIONS IN EDITOR
- Mar 22, 2021 QUICK DEV TIP #18 UE4 - SEPARATE LIGHTING CHANNELS
- Mar 15, 2021 QUICK DEV TIP #17 UE4 - MATERIALS QUICK CONNECT
- Mar 8, 2021 QUICK DEV TIP #16 UE4 - PREVIEW AUDIO FROM VIEWPORT
- Mar 1, 2021 QUICK DEV TIP #15 UE4 - BULK EDIT ASSETS
- Feb 22, 2021 QUICK DEV TIP #14 UE4 - QUICK SET SOUND SETTINGS
- Feb 15, 2021 QUICK DEV TIP #13 UE4 - STORED CAMERA POSITIONS
- Feb 8, 2021 QUICK DEV TIP #12 UE4 - BLUEPRINTS - EASY COPY INFO
- Feb 1, 2021 QUICK DEV TIP #11 UE4 - BLUEPRINTS - QUICK IMPORTING FILES
- Jan 25, 2021 QUICK DEV TIP #10 UE4 - BLUEPRINTS - SUBCATEGORIES
- Jan 18, 2021 QUICK DEV TIP #09 UE4 - BLUEPRINTS - COPY COLLISION
- Jan 12, 2021 QUICK DEV TIP #08 UE4 - MULTI-LINE TEXT!
- Jan 5, 2021 Quick Dev Tip #07 UE4 - Coloured Folders!
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2020
11
- Dec 28, 2020 Quick Dev Tip #06 UE4 - Connection Lines
- Dec 28, 2020 Survive Another Night Postmortem
- Dec 21, 2020 Quick Dev Tip #05 UE4 - Quick Align Nodes
- Dec 16, 2020 Quick Dev Tip #4 UE4 - Reroute Nodes
- Dec 13, 2020 Quick Dev Tip #3 UE4 - Blueprints Quick Variables
- Dec 13, 2020 My 2020 Epic MegaJam Entry
- Nov 30, 2020 Quick Dev Tip #2 UE4 - Blueprints - Pin Splitting
- Nov 24, 2020 New Quick Dev Tips Series
- May 7, 2020 "Marauder" Our New Game
- Apr 12, 2020 Bringing Images To Life
- Apr 11, 2020 VR Fun
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2019
1
- May 26, 2019 Art'ing
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2018
2
- Sep 3, 2018 Playing around making a loading icon
- Aug 12, 2018 Showreel of my animations from "The Black Death"
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2017
8
- Nov 4, 2017 RAGE trailer
- Nov 4, 2017 Made a Trailer for 'Indie Dev Story'
- Oct 25, 2017 Indie Dev Story Patch Notes V1.1 & V1.2
- Sep 22, 2017 The Black Death has been shortlisted for an Award!
- Aug 5, 2017 Rage Postmortem
- Aug 5, 2017 Finished my next game! "Rage"
- Jun 29, 2017 Busy, Busy and The Black Death Progress
- Feb 19, 2017 Gifs of the little games I have made so far!
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2016
14
- Dec 10, 2016 Indie Dev Story Postmortem
- Dec 4, 2016 Finished 'Indie Dev Story'
- Dec 2, 2016 CBgameDev Logo
- Nov 12, 2016 TBD Hit 80% Woop! & Nottingham Gamecity Festival Talk!
- Oct 8, 2016 The Black Death at EGX 2016!
- Aug 23, 2016 The Black Death at Gamescom, Germany 2016
- Jun 9, 2016 Finished my next mini game
- May 27, 2016 More pixel playing around
- May 18, 2016 The Black Death at Rezzed
- Apr 2, 2016 Boxes animating
- Apr 2, 2016 Recording Lets Play For the Black Death
- Mar 27, 2016 Playing around with pixel art
- Mar 17, 2016 Made a Launcher for my game Jam Games
- Mar 17, 2016 My First Pixel Animation