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Loading Screens

Each level has a unique loading screen.

For campaign missions, the images are pre-rendered and contain references to what will happen during the mission.
For the campaign, the images are predefined and rich with plot.
For randomly generated missions, the loading screen is created during gameplay from two layers: the background of the location + the most dangerous enemy.



Suddenly some levels load in less than 5 seconds, but I added a "click to start game" mechanic.

Happy gaming ːthumbaliftː

Steam Deck 60 FPS

I optimized the build for Steam Deck. Mainly input and performance.
Native resolution, the game runs at 60 fps on almost all levels.



Happy gaming!
Now you can play on the couch 🛋️ːthumbaliftː

Fallout Style UI

Orange - looks great and stylish.


Concept - Inventory, weapon stats, armor, skills, upgrade cards.


We decided to completely redesign the interface for our game for the fourth time in five years. ːsteamhappyː
First, draw the concepts and edit them in Photoshop, and then cut and lay them out in Unity.


Concept - Weapon change screen. Colors indicate rarity. Physical and shield damage.


Concept - Forge. Upgrading cards and skills. 3 cards turn into 1 of the next level.

The concepting process took several months.
It brought many changes to the way the player interacts with the game (UX).


Concept - Global map. Story and side missions. Difficulty - the more difficult, the greater the reward.


Concept - Pause screen. Minimap, mission objectives, found loot.

Orange is really cool. Bright, attractive, contrasting.
But in the game you need to interact with the inventory a lot:
  • insert fire damage card into the sword
  • paint body armor to dark green
  • upgrade ricochet card in the blacksmith
  • disassemble the helmet for spare parts to use it in your Sniper rifle
  • sell looted trash
  • read about exotic perks in new dropped energetic shotgun
  • assemble your own set of armor
  • etc



Concept - Inserting upgrade cards into armor.


Concept - Completion screen with loot taken from the mission.

[h3]In the end, we changed orange.
Because player's eyes started to physically hurt after half an hour of playing.
The new color is not as stylish, but it is classic and practical.[/h3]

Happy gaming!
See you on August 20th ːthumbaliftː

Early Concepts

I'm making a game press kit and digging through old stuff.
I found some interesting concepts from the very beginning of development.

To zoom in -> right click on the image -> open in new tab.

















Basic Weapons

Renders of some basic weapons.