Gonju
banner
gonjusp.bsky.social
Gonju
@gonjusp.bsky.social
local boy (>18) || artist + independent gamedev, working on my first major project
Pinned
put the finishing touches on Vae's new model and decided to try doing a real background for once for the composition. hope you like it!

#art #gamedev #oc #b3d
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

[ #gamedev | #indiegame | #unity3d ]
February 3, 2026 at 4:18 PM
spent 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!

[ #gamedev | #indiegame | #b3d ]
January 23, 2026 at 5:47 PM
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
January 18, 2026 at 7:10 PM
wanted 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

[ #gamedev | #indiegame | #unity3d ]
January 15, 2026 at 5:31 PM
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

[ #gamedev | #indiegame | #unity3d ]
January 10, 2026 at 5:46 PM
finished 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
January 7, 2026 at 5:13 PM
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
January 3, 2026 at 5:39 PM
happy 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!
December 31, 2025 at 5:12 PM
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
December 29, 2025 at 11:27 PM
it'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!
December 24, 2025 at 8:21 PM
updated 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

[ #gamedev | #indiegame | #unity3d ]
December 23, 2025 at 5:56 PM
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

[ #gamedev | #indiegame | #unity3d ]
December 16, 2025 at 7:28 PM
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
December 9, 2025 at 11:58 PM
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
December 8, 2025 at 11:53 PM
spent 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

[ #gamedev | #indiegame | #unity3d ]
December 3, 2025 at 9:38 PM
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!

[ #gamedev | #indiegame | #unity3d ]
November 20, 2025 at 12:52 AM
mostly 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!

[ #gamedev | #indiegame | #unity3d ]
November 17, 2025 at 9:39 PM
added in a "Pressure" mechanic to combat: attacks on an enemy will increase a gauge that, when full, adds a Pressure Point to them, storing up to 3. certain abilities can "Exploit" one or more Pressure Points for additional effects

[ #gamedev | #indiegame | #unity3d ]
November 14, 2025 at 4:00 PM
spent today setting up a basic elevator prefab, including adjusting the rain effect so it'd work on a moving platform. also did some work to try and create a more interesting layered soundscape, so let me know what you think!

[ #gamedev | #indiegame | #unity3d ]
November 11, 2025 at 12:14 AM
mostly spent the last week taking a break, but i wanted to get something done before monday, so here's my first go at a basic talent/specialization system! still a WIP, especially visually, but it's a solid foundation to build off

[ #gamedev | #indiegame | #unity3d ]
November 9, 2025 at 11:17 PM
trying to put more time aside in the week for practicing 2D rendering & character design
November 5, 2025 at 9:56 PM
did some more work on combat UI/VFX to add more visual feedback to actions like button presses and damaging hits. first real attempt at a slash effect turned out pretty good, but i think i'd like to stylize it a bit more

[ #gamedev | #indiegame | #unity3d ]
October 29, 2025 at 11:16 PM
worked on implementing a bonfire/checkpoint system! i've always liked campfire scenes in RPGs, so i spent some extra time on it so that you can see your party lounging around while in the menu

[ #gamedev | #indiegame | #unity3d ]
October 24, 2025 at 12:54 AM
more vertical slice work! added in a slide, breakable crates, movable platforms, and navmesh links so that followers can hop along with you

[ #gamedev | #indiegame | #unity3d ]
October 20, 2025 at 11:04 PM
put the new models in game and worked on a bunch of stuff, including basic follower AI for the overworld, baked lightmaps, cloth physics, and item pickups!

[ #gamedev | #indiegame | #unity3d ]
October 15, 2025 at 1:58 AM