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]
Built With
- blender
- javascript
- lens-studio
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