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Behind the Gameplay Mechanics of Scrum Showdown
Welcome to another look behind the scenes of Scrum Showdown, where we dive into the development of the mini-game mechanics that make our game so exciting! We kicked off development by focusing on the core gameplay mechanics. The idea was to create a variety of rugby-themed challenges that test different skills, such as scrumming, tackling,…
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Scrum Showdown Art
In this post, we’re excited to share the concept art behind Scrum Showdown, our rugby-inspired arcade game created in celebration of the 2025 Women’s Rugby World Cup. Concept art plays a crucial role in bringing a game’s vision to life, it was all about capturing the energy, excitement, and inclusivity of women’s rugby while crafting…
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Scrum Showdown Development Begins!
Welcome to the Scrum Showdown Development Log! In this first post, we dive into the development process of creating our rugby-inspired arcade game created for the Women’s Rugby World Cup. The main goal of the project was to create a fun, competitive experience for everyone. The unique arcade machine, with its screen ratio of 1920×360,…
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User Interface Design in Laser Wing
The User Interface in a game is just as important as the gameplay. The User Interface (UI) communicates key information to the player and without it, the player can’t keep track of resources they have to use. Initially Lewis Sanderson looked at similar games in the genre such as R-Type and created some mock ups,…
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The Background Art in Laser Wing from 2D to 3D!
When creating all visuals/artwork, we try to follow the traditional principle of starting from the background and working your way into the foreground. For Laser Wing this was perfect given the game’s natural blend of 2D/3D. The early concepts took inspiration from games such as Star Fox 64 and R-Type in terms of their scenery.…
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The Perspective Tricks Behind Laser Wing
In Laser Wing, I used a lot of tricks in Unity to achieve a game that mimics the style of older shoot-em-up titles. Looking at the level first, we originally envisioned for the level’s environment to be randomised and continue endlessly. I first created blocks that fix the width of the screen that move along…
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Creating Enemy Designs
The process for creating the enemies for Laser Wing started with gameplay prototyping. I outlined what enemy types the player should encounter in the game based on their behaviours. For example many games have an enemy that flies in a straight line, and another that will fire at you. I blocked out a level layout…
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Laser Wing Art Process
Welcome back! After taking looking at some of the technical implementation last week, it’s only fair we look at how the art side was created. Lewis Sanderson started the concepting by looking at inspiration from existing games such as R-Type as well as looking at current plane designs melding them together. To try and get…
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Dev Log #1.
Welcome to our first look at how Goblin Games created Laser Wing, our shoot ’em up homage to old school side scrollers such as R-Type and Ikaruga. The main goal of this project was to create an example game to show students of the University of Northampton what they can create on our new arcade…