Upstream Arcade
@upstreamarcade.com
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We make games! Hellboy: Web of Wyrd | West of Dead | Deadbeat Heroes upstreamarcade.com https://upstreamarcade.itch.io/ Steam Page https://store.steampowered.com/curator/45773240 Find out more or come say hi! linktr.ee/upstreamarcade
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upstreamarcade.com
Want to see what we’ve been cooking up? 🏃‍♂️
Here's a sneak peek.

#videogame #gamedev #speedrun
upstreamarcade.com
Tagging in on where Adam left off Paddy has started adding art to our real time mesh generator. Some snaggs here and there but a core set of pieces allow for some good feels

Build, build...DESTROY, DESTROY....!

#gamedev #procgen #gameart
upstreamarcade.com
Announcing our first 'Gem' - Sky Skater! - a minimal, chillout hover skate game. Think Back to the future 2 meets Chopper from 2000A.D. (are we showing our age?)

Coming soon to itch! Add the title to your collection and be told when it's out! upstreamarcade.itch.io/sky-skater

#indiedev #indiegame
upstreamarcade.com
We're excited to share an upcoming collection of *tiny* projects - Upstream Arcade GEMS. Each 'Gem' will feature a completely different idea that we've always wanted to try. It's fun to figure new things out, and even more fun to share them with you. Stay tuned!

#indiedev #gamedev #indiegames
upstreamarcade.com
What's this little fella?? #gamedev #indiedev #prototype
upstreamarcade.com
First things first - that little 'blobby' feeling when adding and removing pieces. #gamedev #procgen #gamecode #indiedev
upstreamarcade.com
While Paddy is putting some visual love into Sky-Skater, Ad is starting on our second microgame. Let's get some simple real time mesh generation working... #gamedev #procgen #indiedev
upstreamarcade.com
Paddy has been living his best life, and fulfilling his dream of making low-poly flying cars for our Sky-Skater minigame. #cyberpunk #gamedev #gameart
upstreamarcade.com
Some good progress in the last day - transparent floor, visual effects and extra props are bringing it together! #gamedev #retrogame #indiegame
upstreamarcade.com
Our hoverboard-ey toy is coming on nicely! We've an updated player character, colour palette and some (massively faked) animation. #gamedev #indiedev
upstreamarcade.com
It's amazing what a difference some first pass art can make to a prototype. #gamedev #indiedev #gameart
upstreamarcade.com
We've added speed management to our little skate prototype - if you time your boosts right you can go pretty fast!

#gamedev
#indiedev
upstreamarcade.com
More exciting news!

We are sharing a link to our new itch.io page where we will be posting some fun things to play in the future
Upstream Arcade
We make action games brimming with innovation, style and soul.
upstreamarcade.itch.io
upstreamarcade.com
Hello!

In a major announcement that we expect to be the lead story on tonight's news and children to talk about in the school yard... our Upstream Arcade store page has gone live on Steam!

Please head there to check out our games!

store.steampowered.com/curator/4577...
Steam Curator: Upstream Arcade
store.steampowered.com
upstreamarcade.com
Here's the core functionality of the Grid Mesh Generation code. You can add and remove cubes and the mesh dynamically generates based on their relationship to one another. We're using a very simple set of meshes to test, but stay tuned for some more fun!
#gamedev
#procgen
#programming
upstreamarcade.com
Here's our mesh generation working in all 3 dimensions! Lots of rotation and mirroring are used to keep the number of meshes required down (around 20 meshes). It's getting there!

#gamedev
upstreamarcade.com
Here's a little more progress on the mesh generation. It's all a bit cleaner, and now tiles can be rotated so that we get more usage out of each tile - very helpful for art.

#gamedev
upstreamarcade.com
Ad's been working away on some fun mesh/level generation code - here is some early progress with simple 2d meshes. Each square placed is visually represented by other tiles around it - it's called an 'Offset Grid'.

#gamedev
upstreamarcade.com
Some funky shader and tech art here from Adam.

#gameart #gamedev
ajlangridge.bsky.social
The final steps of achieving the Low res graphical style is to capture the look of an arcade CRT display! This shader, inspired by Timothy Lottes' FixingPixelArt shader, involves horizontal blurring, scanlines, warping and a repeated colour mask. Hopefully the compression holds.
upstreamarcade.com
Some mocked up visuals to go with Adam's gameplay prototyping.

Aiming for early 90s polygon arcade machine excitement with mixture of a few things going on here, brought together in Photoshop.

#gamedev #gameart #conceptart
Image shows a hoverboard rider on the roof tops of a neon wave cyberpunk skyscraper with a half pipe and ramps to ride. The image is made up of flat shaded colours, simple geometry and pixel UI
upstreamarcade.com
Anyone else getting mad Pingu vibes from Adam's latest additions?

Noot Noot!
ajlangridge.bsky.social
And now with a simple jump and follow camera with a little lookahead. Possibly due to other games influences, jump on release seems to 'just' feel better.
upstreamarcade.com
We're trying a few things out here at Upstream and we are keen to share some prototype shenanigans alongside our #echobreaker development. Below is something Adam has been squirreling away on:
ajlangridge.bsky.social
Time for a bit of gameplay prototyping. The first step is to handle both input and movement on different angled surfaces. After a bit of math shinanigans - we can now walk our orange box character up walls! #gamedev
upstreamarcade.com
Hello David, thank you for checking. Not yet, we will post here when its up on Steam.
upstreamarcade.com
VFX in game. Here are a number of concepts by Fran exlporing how #vfx might look within the game world. We were quite taken with how distortion might show the player character bending or shaping time and reality around them.

#indiegame #gameart #conceptart #echobreaker
upstreamarcade.com
VFX on KillBoost. A possible game mechanic: as you destroy an enemy an area of Echo boost is generated. The player can then pass through and gain extra speed. The images explore how VFX help the player understand the success of utilising that boost.

#indiegame #gameart #conceptart #vfx #echobreaker
Image is created in photoshop featuring hand drawn sketches. There are four sketches in total all showing different stages of a Killboost gameplay mechanic we explored. The first is a white lined doodle of an enemy exploding - this is the cause. Sketch two is of the Echo area visual effect the destroyed enemy creates - its is a of a black circle with white outlines and a muiltcoloured shimmer. The third sketch shows the player character passog over or through a circular echo effect. The last sketch shows the result of the player character passing through the area of echo and how it creates a zoom effect that eminates from the player as they surge forward.
upstreamarcade.com
Hi Everyone!
We are heading down to Develop Brighton!
If you're a publisher or friend who want to talk business and games, we'd love to catch up!

#DevelopBrighton