SECTOR_07

The Story

Imagine being trapped inside a dying computer from the 80s. The sky is black, the road is glowing, and the only thing standing between the system and a total crash is you and your pixel gun.

You are the System Cleaner, the final line of defense in a collapsing simulation. As the sector attempts a critical reboot, corrupted data vans, rush the bridge to deliver a fatal payload. With your pixel gun in hand, you must protect the core. Every van that leaks past you disrupts the system's progress. If the reboot hits 0%, the simulation dissolves into static forever.


What Inspired Me

My journey into 3D initially didn't start with the "Blender Donut." Instead, I was attracted by the neon world of Ducky3D's 80s-inspired loop animations.

I wanted to take that style and blend it with the high-stakes of The Matrix. I moved away from the points and focused on "System Stability" making it into a battle for survival where everything you see is made of fragile code.


How I Built It

This project was developed at Tommy (thisistommy.com).

  • 3D Modelling (Blender): I used Blender to model the entire "universe". To ensure the experience was optimised for mobile AR, I focused on chunky, geometric shapes.
  • Lens Studio & Logic: I used javascript to handle all the core game logics: global "Reboot Percentage", collision detection, enemy spawning and reset functionality.
  • Accessibility via Joystick: For better precision, I implemented a joystick-controlled aiming system rather than gyro so the game can be played in any environment.
  • Asset Optimisation: Since lenses must perform across a wide range of mobile devices, I opted for a limited, high-contrast palette (Blue, Pink, Green, and Black). This turned technical polygon limits into a deliberate stylistic choice. Additionally, I utilised custom shaders instead of heavy animated textures to reduce project size and loading time.
  • The Character (Bitmoji + Mixamo): To create a more personalized experience and better integrate into the Snapchat ecosystem, I've used the Bitmoji character and animated it using Mixamo.

Challenges I Faced

  • Mobile Performance: Keeping a high frame rate with a character controller, multiple vans, and particle effects required mesh-joining in Blender and careful texture management.
  • The "Feel" of the Shotgun: Without physical feedback, making a screen-tap feel heavy was difficult. I solved this by adding a custom particle system to provide instant visual feedback.

Future Vision

This project is just the beginning. In the future, I plan to evolve this experience into a story-driven series of mini-games, where players navigate deeper into the system to clear different types of hardware corruption and restore the digital world one sector at a time.


[SYSTEM STATUS: READY FOR REBOOT] [DEVELOPED @ TOMMY]

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