Category Archives: Development

Introducing My New Website –

Recently I’ve launched a new website – – which will feature everything related to the game developing projects and designs that I am creating.

The idea behind it is to keep my game development work separately and within its own digital space.

You can access here a presentational page of all what [DARK:CODE] means, all my projects (upcoming and completed), all the game related music I’ve been creating – along with blog posts, featuring my games and game designs, along with short original stories and other creations.

An upcoming section will feature a magazine – where I’ll post news, reviews, guides and so on, related to games, but also to anime, manga, films, podcasts and other types of media that I occasionally enjoy.

Get a few minutes and check it out – Followers and likes are always welcome!

Lands Of Gnora [1/30] – Lower Vulnik Canyons

The “Lands Of Gnora” project consists of a collection of 30 level design assignments – in which I am creating 3D environments related to the fictional universe of Gnora.

The first assignment is the scene of the Lower Vulnik Canyons.

Built with Unity.

Lands Of Gnora

One of the latest projects I’ve taken is a collection of 30 level design assignments I want to create. Apart from being a full playable game – these will only show some scenes from a fictional world I’ve thought of – Gnora.

Gnora is a vast universe in which various cultures developed over the heavy eons that push upon it’s lands. Factions and tribes occasionally fight each-other of, for supremacy. The societal structure is still lead by the upper-classes, known as the Commands.

Apart from their imperfect society and its half-savage residents – Gnora is a beautiful vast Continent.

The “Lands Of Gnora” project will reflect some parts of this fictional world. I will create various environments using Unity and Unreal Engine and I will create short videos presenting them, along adding some ambiental songs I will also create.

Below is a short introduction video to the series. Enjoy!

It’s Unity – Part 01 [Game Development #2]

– Unity comes with documentation – you can use that for various purposes – and get help when you find yourself stuck.

– A standard Unity scene – which can be considered a level comes with two default assets: a first person camera and a directional light along with the standard skybox.

– One step to do is to play around with the engine – get to know its sections and add a few game objects and try to manipulate them – it will help you know the functionalities for starting designing the level.

– If you are gonna use tiles to make a standard floor for example and then fill the level with other game objects, it is recommended to use snap settings in order to properly align objects on all axes.

– Things to remember from the start: in the Hierarchy window you will get a list of all the objects you currently have inside your level – the Scene is where you can actively create levels – the Game is the emulator for what you’ve just implemented – so you can instantly play your game and see its behavior – the Inspector is where you can edit asset settings and not only – the Project will display physical files and folders from your project and – the Console will let you know which error the compiler has met upon trying to run the game – so that you can easily fix things.

Screenshot (39)

– It is relatively easy to create animations in Unity – for my Morbus Obscura game I thought of animating multiple objects in order to create the atmosphere that I desire for the game. I just got a very interesting idea only by seeing the animation tab among my panels.

– In Build Settings you can switch the platform for which you want to develop your game – however – you should know from the start on which platform you want your game to be playable; switching platforms at a later time might take a while and errors might occur, so pay attention to this.

– You should play around with the items in the inspector. Add a few game objects and interact with their settings. You will discover new ways of how you want your game to look – and you will get new ideas for its design.

– For creating atmosphere – lights and shadows are essential. When you first generate a standard scene – you will get the default directional light. Add objects and play around with how shadows can be manipulated. Add in some extra lights and combine their shades and colors. At the end of this – you will get something visually unique and get the game look like you want it to appear.

– When using lights – you might want to use soft shadows for a better atmospheric result.

– Importing is pretty easy in Unity – you can use the import buttons or you just drag and drop files and also folders unto the project section. Instantly you will have new assets, scripts, textures and other game elements. Importing from the asset store will create new sub-folders into your project structure.

– Dragging and dropping a certain texture upon a game object will generate a material element. These are in fact the ones which can be visually determined when we interact with a certain object. You can add a normal map by duplicating the texture, changing the texture type and applying this texture to the material. This will give a more visual depth to the object – you can make rocks for example look more realistic, floors and dungeons can have normal maps combined with various shades of lights to really induce the player into an abnormal situation. You can see how the normal map works by tempering each aspect in the inspector panel. You will generate unique textures for your level in this manner – your game will get a unique vibe.

– You can resize an object with a certain texture applied – and you will notice that the texture will be also resized – not looking quite great. In this case you can apply tilling to the material and split the entire surface into smaller tiles of the same texture. In this manner you can quickly construct larger portions of the level and have it looking polished from the first step.

New Unity Project 4_2_2020 3_23_50 PM

– Main Menu Artwork for Morbus Obscura –