Design notes & build logs. Collapsed by default; fully indexable and accessible.
Why Web-First for AAA-Feel Games: Our Playbook
Keywords: web games, performance, three.js, WASM, pipelines
TL;DR: Web-first lets us iterate at the speed of player feedback. Shipping a link beats shipping a launcher. We get instant playtests, frictionless shareability, and a build pipeline that turns creative intent into a runnable demo in minutes instead of days.
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When we founded BAD Spiele Inc., we studied the classic console/PC pipeline… (trimmed for brevity). Our goals were: (1) reduce friction between idea and test, (2) collect authentic telemetry from real players early, and (3) keep production costs proportional to learning, not just asset scale.
On the tech side, Three.js gives us a pragmatic scene graph, with WebGL/WebGPU readiness. We use instancing for dense scenes, careful texture budgets (atlas + power-of-two mipmaps), and frame-time profiling on interaction hotspots. WASM modules handle hotspots like pathfinding and compression. This combo delivers a surprisingly “console-like” feel while retaining the web’s convenience.
But the web isn’t just deployment—it’s discovery. A playable link dramatically increases coverage odds in press outreach. Editors at places like IGN or PocketGamer can experience the feel in seconds, not read about it. That flips the pitch from “trust us” to “feel this.”
Finally, the web’s iteration loop preserves morale. Rapid tests → real data → decisive cuts. That’s how we keep Last Spartan sharp and honest.
Good combat is readable combat. We tune telegraphs, commit windows, and mercy frames so success feels earned rather than cheap.
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We map every enemy attack to a timeline: anticipation, swing, recovery. Cameras prioritize threat framing; audio sells danger and payoff. Stamina and cancels are limited for clarity rather than speedruns alone.
We cut features weekly. The test is simple: does it make the core loop louder? If not, it goes.
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Scope cuts protect pacing and quality bars. We keep player fantasy intact while dropping costly distractions.
Press Outreach that Respects Editors (and Works)
Keywords: press kit, outreach, IGN, PocketGamer
Clear subject lines, short blurbs, and a playable link beats novel-length emails every time.
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Our press kit includes: logo variants, 1080p b-roll, 4K key art, bullet-pointed facts, and one-liner quotes. We propose angles editors actually use.
Every boss is a thesis on the mechanics you learned. If you didn’t learn it, the boss teaches you first.
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Readable patterns, punish windows, fair recoveries. Spectacle serves clarity.
AI proposes, designers dispose. We treat AI like a junior level designer that never gets tired.
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We measure flow with heatmaps and eye-tracking proxies, then massage pathing to keep lines-of-play strong.
Frame-time budget, input latency budget, VRAM budget—pick them early, respect them daily.
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We profile interaction spikes, not just camera orbits. Instancing, LODs, and shader variants are planned—not improvised.
We bias to action and feedback. No rockstar devs—just teammates who raise each other’s ceilings.
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Async updates, small reviews, and ruthless clarity on goals keep us moving without burnout.
Blocking, occlusion, and sightlines.
Keep rigs lean, spend on reads.
Camera Systems for Close-Quarters Combat
Keywords: camera, CQB
Threat framing over flair.
Texture Budgets, Trim Sheets, and Style Consistency
Keywords: art direction
Cohesion beats detail bloat.
Why We Avoid P2W: Monetization With a Spine
Keywords: ethics
Fun first. Always.
Onboarding Without Pop-Up Overload
Keywords: UX, tutorial
Teach by doing; keep HUD clean.
The Art of Cuts: Saying No to Good Ideas
Keywords: scope
Protect the fantasy.
Building a Press Kit Editors Actually Use
Keywords: press kit
Logos, b-roll, quotes, facts.
Roadmapping With Quality Gates, Not Dates
Keywords: production
Milestones must earn their name.
When to Prototype in 2D Before 3D
Keywords: prototyping
Faster learning loops.
Audio Cues as Invisible UI
Keywords: audio
Teach through sound.
Hitstop, Screenshake, and Restraint
Keywords: feel
Impact without nausea.
Shader Choices That Serve Readability
Keywords: shaders
Contrast > clutter.
Designing Controller Defaults Players Keep
Keywords: input
Less remap churn.
Scaling Community Playtests Without Chaos
Keywords: community
Structure feedback, protect focus.
Particles: Tasteful, Targeted, and Telegraphed
Keywords: vfx
Signal, don’t smother.
Why We Love Arena Bosses
Keywords: design
Teach–test–triumph loop.
Responsive UI for PC + Mobile Without Duping Work
Keywords: UX
One layout, two feels.
Our Take on Difficulty Modes
Keywords: balance
Accessibility with pride intact.
Optimizing Draw Calls on the Web
Keywords: perf
Instancing and batching wins.
Why We Don’t Chase Every Trend
Keywords: strategy
Focus compounds.
Building Trust With Transparent Changelogs
Keywords: comms
Players aren’t mushrooms.
From Graybox to Gold: The Art Gate
Keywords: art pipeline
Lock gameplay first.
Telemetry That Respects Privacy
Keywords: analytics
Opt-out, aggregate, purpose-bound.
When Co-op Makes Sense (and When It Doesn’t)
Keywords: multiplayer
Fantasy first.
Cutscenes That Don’t Steal Control
Keywords: narrative
Player-centric framing.
How We Name Abilities
Keywords: naming
Flavor + clarity.
Texture Compression on the Web
Keywords: tech
Bandwidth is boss.
Pathfinding That Feels Human
Keywords: AI
Crowd flows over shortest paths.
What “Indie AAA Feel” Means to Us
Keywords: philosophy
Polish with soul.
Optimizing for Press Discovery
Keywords: PR
Angle + assets + access.
Boss Health vs Time-to-Kill
Keywords: balance
TTK curves matter.
Designing for 60 FPS on Low-End Laptops
Keywords: perf
Graceful degradation.
Soundtracking the Spartan Myth
Keywords: audio
Motifs over wall-to-wall music.
Hitboxes You Can Believe In
Keywords: combat
Honest collisions only.
Using Heatmaps to Rethink Spaces
Keywords: UX
Players vote with feet.
Weird Prototypes That Taught Us Lots
Keywords: R&D
Lessons > launches.
Our Favorite Debug Overlays
Keywords: tools
See the truth fast.
Controller Rumble as Micro-Feedback
Keywords: feel
Subtle > constant.
Lighting that Reads
Keywords: art
Key the threat, dim the rest.
Three Pitfalls We Avoid in Boss Design
Keywords: design
Spam, sponges, slop.
What’s Next for BAD Spiele
Keywords: roadmap
Milestones, not promises.