Indiegamedev - Tumblr Posts - Page 2
Goblin running cycle and block animation. wip

Not much different of myself in the end of the day. =)

I just finished the basic movements for my character. Considering I started learning to animate recently, I got good results. Still, bet there is a lot of room to improve yet.

Hey, hey people! I've been working on this wolf animation for a while now, and it was quite a challenge. This was the first time I ever worked on a non-humanoid model, which is going to be one of the enemies for the game I'm working on.
The Fear Weaver Shaina Tranquilino August 16, 2024

Jenna sat in her small apartment, the neon lights of the city flickering through the window like ghosts of opportunities lost. A week had passed since she lost her job as a game designer at Infinity Studios, a position she had poured her soul into. Her dismissal came without warning—budget cuts, they said. But Jenna knew the truth: her ideas were too unorthodox, too risky for a company that favoured profit over innovation. The first few days of unemployment were a blur of self-doubt and anxiety. She questioned her worth, replayed every mistake, and wondered if she’d ever design again. But in the quiet moments, when the world outside her window calmed, a different kind of thought began to surface—a question: What if she could create something that truly mattered, something that went beyond entertainment?
That night, as rain tapped against the glass, Jenna found herself sketching on an old tablet. The idea had been brewing for years, but she had never dared to pitch it—too personal, too niche. But now, with nothing left to lose, she let her imagination take over.
She called it "The Fear Weaver."
The concept was simple, yet revolutionary: a virtual reality world designed to help people confront and conquer their deepest fears and insecurities. Unlike traditional VR games, The Fear Weaver wouldn’t be about escape. It would be about immersion, about facing the things that held people back in the real world.
Jenna worked tirelessly, coding through the nights, sculpting landscapes that mirrored the human psyche—dark forests representing loneliness, towering cliffs symbolizing fear of failure, endless mazes for insecurity. Each environment was designed to evoke a specific emotional response, challenging players to navigate and overcome.
But it wasn’t just the environments that made The Fear Weaver special. Jenna knew that real change came from within, so she developed an AI companion named Solis. Solis would guide players, offering encouragement, insights, and reflections. Unlike any AI before, Solis could adapt to the player's progress, providing a personalized journey through their fears.
As the project neared completion, Jenna faced a new fear—releasing it to the world. What if people didn’t understand it? What if they found it too intense, too raw? But she pushed those doubts aside. The Fear Weaver wasn’t just a game; it was a chance for people to heal, to grow.
The day of the launch arrived. Jenna released The Fear Weaver online, offering it for free to anyone willing to try. The response was slow at first, a handful of downloads trickling in. But then, something incredible happened. Word spread, not through flashy ads or influencers, but through the testimonies of those who had played.
People began sharing their stories: a man who had struggled with social anxiety found himself able to speak at his sister's wedding; a young woman, haunted by a childhood trauma, finally felt a sense of peace after confronting it within the game. The Fear Weaver was more than a game—it was a mirror, a guide, and a companion on a journey of self-discovery.
Soon, therapists began incorporating The Fear Weaver into their practices, and support groups formed around it. Jenna’s inbox flooded with messages of gratitude, stories of transformation, and requests for new environments. The Fear Weaver was no longer just a project—it was a movement.
As Jenna sat in her apartment, watching the numbers grow, she realized something profound. Losing her job had been the catalyst for creating something far more meaningful than she could have ever achieved at Infinity Studios. The Fear Weaver was her legacy, proof that her ideas weren’t too unorthodox—they were exactly what the world needed.
And as for Jenna, she had faced her own fears in the process. She was no longer the designer who had lost her job; she was the creator who had found her purpose.
Steam Summer Sale
If you're looking for an exciting comedy/drama/thriller, then
WTC : Love's Labour's Lost will be your thing.
On sale at 20% off during the Steam Summer Sale

Very excited for this
Releasing the trailer for my game
Music: Destiny by Alexandr Zhelanov https://www.youtube.com/c/AlexandrZhelanovsMusic

Here she is! The “boss” of the Graveyard biome, Junebud. I’m making steady progress, can’t wait to share more with ya!

I finally set up my little homemade recording studio! I’ve got a couple surprises in the works!
I’ve been updating the confrontation victory sequence this week. Here’s a peek at today’s progress!





Here are some process pics of the grand drape I designed and painted this week for my game “Psyche Complex”. Who knew painting in greenscale could be so much fun?




Some quick and rough process pics from the past few weeks! 🌈




Character card background/portrait progress: Skobe | Granny Smith | Fern | Em
One Dreamer is out now!
An indie game about making an indie game...
Steam | GOG