Category Archives: Game Development

Game development updates for various projects.

Pixel Arcade Release Information – #14

Pixel Arcade is a virtual reality platformer set in neon cyber space. It will boast over 25 levels on initial release, with more added monthly.. and potentially weekly due to its early access ability.

The game is still under development, and have to implement force to next level, set the slider onto the players maxed unlock level and to implement the remaining levels before early access release at the end of July! I have no expectiations for this game as it is the first game i have developed going to steam. With the ability to by pass all fees and get the game out due to it being VR it means im going to learn the valve submission ropes. Below are some finalised gameplay screenshots that will likely not change before release so you can gain an understanding on the games apperance.

I cant wait for it to be titled the hardest VR platformer on the market, because it gets very hard as levels progress if you want a decent time. Steam leaderboards, workshop level capability are in the works post release.

Im also available for work, so visit my contact section on my website to find out more and get in touch.

Latest Developments and whats left – #11

So with v2.0 coming to a close, the list of things to implement is getting shorter and shorter! Even though I keep adding something to it… but its all to improve the game. It was only last night I realised that I hated the tutorial so am re doing that to be even more minimal. I’m also adding in a multiplier mechanic, that for more enemies you have spawned, the more the multiplier, getting your score up the more difficult it is. The game is still so very minimal, these implementations dont need to be added, but for the gamer who wants a game they can continually come back to, then these features will keep them entertained for much longer.

Here is a GIF of last nights development session, adding in an effect for the player when they lose their health from attacking enemies, flickering the player. The other feature added was a simple pause button to allow you to resume the onslaught after that appointment you didnt want to go to 😉

Below is the list of features still to add, currently about to think about how to optimize the multiplier so it doesnt affect framerate. Hoping to re use some code I have for getting all the spawned enemies into an array which I can then count.



Have a good one!

– Corrie

The Future Including iOS and IAP’s – #10

The Edge has been well received by the public, which is amazing and couldn’t have been more proud of the game. Some of you have even spent over 30 minutes playing the game in one session – i assure you im working on that pause button, promise! So as you can see from the image below, the game looks different.. not a lot different, nor a bad different but a very positive different which improves the game juice and makes the once minimal pretty game even more so! Players were getting confused from the text based tutorial, and didn’t realise you could actually fire a laser and wondered wth the ammo thing at the top of the page was. Well there is now a small tap text piece where you well… tap! It makes it easier to see where you should tap and in all, keeps the ui clutter down to a minimum still. The opacity is low so you can still see the sky particles through it.


The sky is now a small gradient, to resemble a standard habitable environment with a lighter sky such as earth. It makes it feel that little bit more familiar to the player, and allows them to get even more so engrossed in the environment.


The game is currently only out for android, there is two apks one with ads and one without. I am working on post v2.0 update to change this ready for the iOS release. So the game will be out on iOS soon (i really cant stress how bad i want this but i don’t have access to any hardware currently). I plan on changing this to all iap – in app purchases – allowing you to download one copy of the game ( will migrate to the lite version, pro users will get a free upgrade don’t worry) allowing them to have the option to remove those pesky ads. This improves workflow for myself and allows for updates to come out even quicker as i don’t have to switch between builds. So in summary v2.0 -> iOS -> IAP’s and leaderboards, achievements etc in expected 2.4 update!

So there you have it, a good idea on development and how things are looking from this point forward. The date is currently 24th June 2016 and im currently at an analytical internship with expedia – ikr what? – where im getting a solid understanding on the mobile ad revenue market along with desktop. This along with a potential upcoming partnership with a publisher will start CJG Studios < corriejgaming is the insta!

The Edge: Isometric Survival v2.0 – #9

So the game has been out for around 3 weeks or so now and I thought I would let everyone know how it is going, and whats to come. The game has been well recived with people throughly enjoying spending a few minutes trying to beat their previous score. This is a great thing to see from a dev perspective as its not all time wasted, regardless of money. I am still working on getting an iOS release, this release will contain the updated features that are mentioned below. These will be released over the next week in one update. V 2.0.0 of the game. This contains a new background sprite so its not all a light shade of purple/grey. The advertisements are also being changed. Revenue on the free version is not so great, and will take sometime before I get an accurate reading, so I have decided to remove the wait video and add in a reward video feature.


The reward video will appear when the player beats their previous best, an option to get an extra life and make the score even higher will be displayed. If the player accepts this then they will be prompted to watch a short non-skippable advertisement. Once this has been watched, they will be returned to the game and continue their onslaught with the relevant time. Obviously the user would have then beaten their previous previous high score so will not have an option to gain another life. If you have the pro version, you get this feature OR the ability to start the game with a killstreak of your choice. SO extra life, or start next game with killstreak. This means that the pro version is avoiding iap and also ads completely. But instead is completely playable with no interent connection and isnt over powered.

– New background sprite
– New laser sounds
– Death sound effects
– Player dying feedback
– Option to continue after death



  • Corrie

The Edge: Isometric Survival – #8

The Edge brings simplistic controls and unanticipated enemy movement to the action arcade genre. This infinite survival based game is sure to keep you entertained for hours on end with unlimited re-playability! Inspired by the best survival based games, The Edge takes this to a minimal level with simplistic controls and easy but effective game mechanics that is sure to entertain for hours.
With fresh game play elements and unlimited possibilities, zapping and jumping over your foes never been so fun! Collect ammunition as you destroy the enemy boids, and work your way through the killstreaks. There are hundreds of strategies, will you find the most effective one and rule over your friends?

Don’t waste any more time! You’re being called to the Isometric battlefield!

The Edge: Isometric Survival supports high resolution devices for an optimal landscape gaming experience on both mobiles and tablets.

There are hidden features and plan to release many more as development continues.

Facebook –
Twitter – @corriejgreen


The Edge: Isometric Survival Release – #6

So happy to be writing this, been waiting a long time to finally share with the sub my game **The Edge: Isometric Survival**. I will give a quick rundown of everything from winning a game jam to finishing development today and what’s in store next. Should make for a more of an interesting read. Not to mention YouTube dev blogs which I will also be linking.
Back in 2015 I won a game jam, [as the only solo]( entrant it was quite a feat. Basically I was just a kid who made games in his spare time during high school (worked at a studio when i was 16), winning the jam further pushed my drive for game development so I decided to take the concept from the jam and create something completely new. If you would like to see the end product of the jam itself – feel free to download it below, I was waiting for this post on this sub to share it! The new product after about a year of part time development (loved every minute) An addictive arcade game where you battle against geometric shapes with lasers, rockets, shock weapons and more. The trick is that when you lose your health, you are camouflaged into the enemy boids and must navigate to a health pack before the timer runs out! I gave myself a little project during my exams a few years ago because I was bored. In a week I created [pob]( which is another mobile game. This was the first start to finish game I did, which I think was important to do so I knew how to correctly launch a game the next time.
Game Jam End Product Download – Note is it only xbox/ps4 controller compatible
Game Jam End Product Screenshot – For those who don’t want to download!

Photoshop mockups – This was to start developing the UI and see where the game was heading. I’m the worst fan of my own work a lot of the time, I have this image in my head on what I want graphics, movement, sound to be like. I feel like in this project I nearly nailed the style I was going for. This was the first menu, I then had a better idea and in 10 minutes had an animation attached to the camera following a scene with a blur. Did this effect in the jam and won me ‘style’ points if you will.

Icon – This was a fun one, I wanted minimalism and for it to be clean from text. Apart from the lite version, you can see my design process and where I went with it

Website – After reading and watching resources shared on the sub, I soon realised I needed a press kit for when the game is out so all the relevant information can be gathered from one site. Being 19 and in third year of a cs degree i was all over making a website. Only took a few hours and happy with the end result (for now, not responsive yet)

Trailer – Wanted something to show the game at an early stage so could start getting some interest! I love the result and am happy to call it my work.

IndieGoGo – OK don’t laugh, I tried really hard to get funding so I could add more streaks, more platform releases at launch and a bunch of other stuff. I don’t think i’ll make any money from this game but that’s not why i did it. I did it because it’s a game I knew I would play, and I kept highlighting this to myself during little playtest sessions throughout development when I would spend ages playing, trying a new strategy. It was a fail with about £5. That guy got a big thanks and a shoutout on the site.

Marketing – A lot of the marketing stuff can be found on the website, however I did plan something. I created a viral video on facebook with over 2.5 million views with the purpose of promoting my game. In the background I placed QR code taking you to the site. I wrote a thing on my fb about this, if you want it explained like why protein bottle etc then shoot me a line!

Final product – These are ingame shots, ones with text on them is for the stores promotional sections. Otherwise the rest is entirely in game.

Dev logs – Hope you find it interesting to see my thought process throughout development.


If you found this interesting, I encourage you to check out the dev blogs i’ve made above. Next year for my dissertation i plan on creating a VR game using the HTC vive. I wanted to take the year out for game development and get all the little project ideas in my head out there so i can say they are done. Decided against it when I made it to the finals for British Computer Science Undergraduate of the year here if curious. As for further development it’s so hard to say “yes, the game is playable has enough features, lets get it out there” but i think i’ve stopped for release at a good time. Development won’t stop, I plan on making a google cardboard port to make it that little bit more engrossing, and also add support for the vive. Along with steam, linux, mac OS and iOS – ios should be within the month as soon as i figure out how to make a build.

If you want to know more I am happy to answer any questions!

Link to the game ANDROID FREE As you know its a nightmare to get ratings, so if you would be so kind it means the world. Happily shout out your project 🙂

Link to the game ANDROID 0.69p

Facebook page – if you want to like and keep up to date!

TL;DR – Game is out today! Click on all the bold links to see progress of development, and the last three links at the bottom to check out the game for yourself


Have a good one!

  • Corrie

Unity Asset Store #5


Once again I find myself writing – to myself – about something ive been doing or am interested. As of writing this I am sitting in my dorm drinking a starbucks, having a break from week two of my third year computer science degree revision. Isnt that grand? A slight break in the form of writing more? Anyway Unity!

Last year I released a group of assets on the store for $5 and they sold quite well, some people have used the assets in their games which is really cool and I look forward to seeing what they do with them. Last month I again made some assets with the same style, in the hope that the people who bought the first pack might want to keep to the low poly consistency. I suck as submitting packages though. I failed the first submission as  one of the prefabs was actually an older prefab and not the one in the scene I was currently working on. I digress. I fixed the small texture issue and uploaded again, last night it was accepted. If you want to check out the assets then links will be below with some images. If you do happen to read this. Tweet me “@corriejgreen Unity Low Poly 123” Ill hook you up with a code to redeem the packages for FREE. Which equates to $10 worth of assets.

Low Poly Terrain Assets 1

Low Poly Terrain Assets 2

terrain assets v2 ambient occlusion occlusion

terrain assets v2 post processed

terrain assets v2 close

Have a good one.

Corrie Green 

Unity for Noobs #1 First Person Controller and Delete Item Scripts #4

using UnityEngine;

using System.Collections;

public class PickUp : MonoBehaviour {

public int distanceToItem;

void Update{



void Collect(){

if (Input.GetMouseButtonUp(1)){

RaycastHit hit;

Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);


if(Physics.Raycast(ray, out hit, distanceToItem)){
if(hit.collider,gameObject,name == “item”){

Debug.log(“item hit”);





There may be spelling errors as ive just wrote this up in the blog without referencing mono develop. Im sure they would be obvious in the console though. If there are any questions shoot me with a comment on the video!


Have a good one


Rendering – #3

So i’m currently in the process of making some game assets for a small small game i’m making over the winter. Not entirely sure on it yet, for fun i was thinking of a snowman simulator. The gameplay isn’t something im that interested in right now, its more of the environment and models i’m working towards. The images below is a progress of some renders i’m working on. Lighting is annoying me as of this time so ive decided to make a blog post now, and post render when i’m happy i can make another post on what i did to solve it. The one i am talking about is the sphere with the river and trees, the others are just simple assets renders i like to make after a model. I love, and i do mean love, low poly models and winter! So you can see the warm, cool, fresh design im going for in the images. I was considering adding more models such as the deer I’ve been working on to the sphere render – i will also post an image of that – and the snowman I’ve recently made. Alas i don’t think they are low poly enough, maybe ill make another low poly variant. I need something else in the scene though, as I’m not happy with it as is. The camp could have a tent possibly??

Snow, snow materials… damn. Disney’s frozen made a fantastic job. They actually created particles mind you, i’m just wanting a similar material. For my low poly renders, white with some light blue specular looks nice enough, however i’ve found some resources – thanks to the kind people of reddit – that i will work with and “hopefully” get a nicer looking snow material soon. A paper about the snow can be found HERE which is worth a read if you are interested. There are sections with calculations i’m not to familiar with but just read ahead! Anyway, once i have a few nice renders in maya, i will then export to unity and make a game out of it. Thats the plan anyway.

Deer_2 Deer_3 Winter Sphere WIP_3Snowman Render

Have a good one,

Corrie Green