Blade Ballet - Multiplayer Game of Whirling Robot Destruction

Update 4/5/2016

Today we’re sharing our level design process, a cute skin, and a hilarious April Fool’s prank.

Level Design Process

Designing levels organically can be hit-or-miss. AI Core is always a fan favorite, for example, but Wall of Cubes ended up more frustrating than fun, and was eventually cut.


Cubes, why do you thwart me??

We’ve found that solidifying our level design process improves the quality of new levels and decreases the overall amount of development time (plus the levels are less likely to be rejected at a later date).

Here’s what our current process looks like:

  • Concept the levels graphically
  • Build models
  • Implement in Unity
  • Playtest
  • Progress with art for favorite designs

It’s working well so far!

STEVe Fox Skin

Customizable character appearance in games has never been a bigger deal. The majority of multiplayer games let you pick some aspect of your character’s look, running the gamut from choosing from a selection of four character colors all the way to having complete control over face, hair, clothes, and more.

Our middle-ground options is skins. And oh, how glorious those skins have become! Today’s reveal is Foxy STEVe. Can STEVe’s desperate attempt at adorability beat out Catbot’s cuteness lead? Only time will tell!

April Fool’s Day Faces

A sense of humor is essential to making it through the sometimes-challenging realm of game design. Our devs came through in fine form by replacing all the bots with the faces of our team members. (Made awesome by a Gang Beasts music homage and Tim Allen grunts!)

That’s it for today! Thanks for reading! There are a couple of other items on our site devlog if you’d like to know more.

Read More Here

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