working on implementing the Chirugion enemy! the basic attack actually took a lot more new tech than i thought it would to make the effect work, but ended up turning out pretty nicely
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@gonjusp.bsky.social
local boy (>18) || artist + independent gamedev, working on my first major project
working on implementing the Chirugion enemy! the basic attack actually took a lot more new tech than i thought it would to make the effect work, but ended up turning out pretty nicely
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yup! it's meant to be a combination of magic + items to try and encourage people to use both of them more actively during combat, since i know a lot of people suffer from the same RPG hoarding mentality that i do
09.02.2026 18:37 — 👍 1 🔁 0 💬 1 📌 0finished up the model for the 4th party member: Vellum Argentum, the gun-toting priest! i had an earlier version of him that i did almost a full year ago, so i figured it was time to do an update now that i've got a solid texturing method down
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spent some time implementing a new mechanic: your Weaves (re: spells) now use a shared party resource called Charge instead of Energy. this makes them easier to use, but requires you to ration your Charge carefully, though defeating a foe restores some Charge
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thank you!
23.01.2026 18:10 — 👍 0 🔁 0 💬 0 📌 0spent most of this week working on the blacksmith's texture, which i used as an opportunity to try and really nail the art style i want for character models. i'd been very ad hoc before, so i wanted a process i could follow to be consistent. happy with the result!
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spent most of saturday doing some 3D modeling work on the Blacksmith model! trying to introduce a few more danglies like the hammer and see how that works in-engine
18.01.2026 19:10 — 👍 5 🔁 3 💬 0 📌 0a lot of fighting games use a similar kinda system, but i mostly pulled it from Dragon's Dogma 1 (although you can bypass it with regular ol' healing items pretty easily for some reason lol)
15.01.2026 23:37 — 👍 0 🔁 0 💬 0 📌 0essentially, yeah, although i'm probably gonna have a few rare abilities that can do raw healing to overcome it
15.01.2026 21:46 — 👍 0 🔁 0 💬 1 📌 0thank you!
15.01.2026 19:11 — 👍 1 🔁 0 💬 0 📌 0wanted to do something a bit different with HP: when you take damage, a portion of it is stored as grey health ("Mettle"), which can then be recovered by attacking or using abilities like healing spells. this makes tactical play more important vs. pure attrition
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i added in an "Interrupt" mechanic! some powerful enemy attacks can be interrupted by the player, indicated by a unique frame on the turn timeline. interrupts usually have a higher cost attached, so you have to plan around using them carefully
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very kind of you to say, thank you!
07.01.2026 17:19 — 👍 1 🔁 0 💬 0 📌 0finished my entirely handpainted texture on the Chirugion model! good learning experience overall, but pretty time intensive compared to the more procedural methods i've been using; think i need to figure out a way to combine the two efficiently
07.01.2026 17:13 — 👍 8 🔁 0 💬 0 📌 1A 3D render of a video game enemy called a Chirugion. It's a robed creature with long, claw-like hands sticking out of the robe's sleeves, and it uses four levitating needles to fight.
modelled + rigged the chirugion enemy! gonna try more of a painterly marvel rivals look for the texture painting and see how i do, although it's way outside my artistic comfort zone
03.01.2026 17:39 — 👍 7 🔁 0 💬 0 📌 0happy new years to everyone! this was the first year i started to share my work, but the support has been tremendous. it gave me the confidence to continue pushing forwards, and i've made huge strides since then
thank you for all the encouragement, and i'll continue working hard in 2026!
Concept art for a video game character. She's a blacksmith with a mechanical right arm that she uses to pummel metal into shape, allowing the player to upgrade their weapons.
doing some more game concept art! i'm going to build out the hub/home base after finishing up the vertical slice dungeon, so i wanted to come up with a few interesting NPCs to fill out the space, like this lovely weapon upgrading lady
29.12.2025 23:27 — 👍 10 🔁 1 💬 0 📌 0it's a minor achievement, but i managed to finish the full blockout of half the area of my vertical slice. still a whole lot of polishing and decorating to do, but i'm proud to finally have a full level you can walk from beginning to end in
hope everyone has a merry christmas!
thank you! just wish i hadn't lost a couple weeks to the flu 😭
23.12.2025 20:51 — 👍 0 🔁 0 💬 1 📌 0thank you! i'm still quite a ways off from a proper release, but i'm happy with how things have finally started coming together
23.12.2025 19:32 — 👍 1 🔁 0 💬 0 📌 0thank you very much!
23.12.2025 19:32 — 👍 1 🔁 0 💬 0 📌 0updated the basic shop menu's aesthetics to feel more responsive and give some more personality to the vendors you interact with. the vending machine's a nice catch-all for now, but i'd like to add in many unique merchants in the future
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trying to spruce up the game world by adding in more environmental windows: small, inaccessible areas the player can see but not visit. i think it helps to add visual interest to longer corridors & helps create an impression of a larger world
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working on improving my 3D prop creation speed! this vending machine only took about 2 hours, but i think i can squeeze it down if i get a good material library built up
09.12.2025 23:58 — 👍 5 🔁 0 💬 0 📌 0Concept art for a video game enemy, the Chirugion. It's a long, snakelike creature wrapped head-to-toe in cloth, wielding large floating needles as weapons.
some WIP concept art for a new enemy! i want to get 2~ more enemy variants for the vertical slice done and thought something a bit weirder would be a welcome change
08.12.2025 23:53 — 👍 4 🔁 0 💬 0 📌 0spent the last week battling a cold, so apologies for the lack of updates! i used the downtime to reconsider my technical approach to level design & improve the presentation to create a more visually appealing color palette
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been doing some work on a more open section, trying to establish a sense of grandiose scale + experiment with environmental effects. especially happy with how the rain-on-window effect turned out!
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me too! this was the first real camera manipulation i've done outside of the basics, but i think it adds a lot of impact without requiring a ton of extra work
17.11.2025 23:29 — 👍 1 🔁 0 💬 0 📌 0thank you!
17.11.2025 23:01 — 👍 1 🔁 0 💬 0 📌 0mostly working on area blockouts this week, but wanted to share the updated version of the first VFX i ever posted. very happy with how much progress i've made since then!
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