Adam Langridge
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ajlangridge.bsky.social
Adam Langridge
@ajlangridge.bsky.social
Co-founder, Upstream Arcade

Design, Gameplay, Code, Rendering

Hellboy: Web of Wyrd | West of Dead | Deadbeat Heroes | The Marvellous Miss Take | Fable II | Black & White 2

He/Him

www.upstreamarcade.com
There's something vaguely satisfying about getting the code to figure out the unique combinations for our mesh system.

#gamedev #coding
October 1, 2025 at 8:55 AM
I've had a fun time creating our little skate prototype - perfectly timed presses and releases of the 'boost' button lets you accelerate when taking off and landing - just don't smash into stuff!
#gamedev
#indiedev
September 11, 2025 at 4:01 PM
Aha - now we're working in 3D - I've got some over the top colours going on but you can get a rough idea of the correct meshes being chosen based on the underlying grid!
September 5, 2025 at 4:56 PM
A bit more progress, the objects that are placed can now be rotated, this is handy because it means we can get more out of fewer objects!
September 5, 2025 at 8:54 AM
Some early progress on the cube based editing, I'm using an offset grid so each square that is placed is actually represented by four other pieces combining. Bright garish colours show how this works.
September 4, 2025 at 4:03 PM
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.
August 28, 2025 at 4:02 PM
A little more progress - now with dithered transparency and a placeholder skybox!

#indiedev
#graphicscode
August 28, 2025 at 8:16 AM
Here's step one in our lo-fi renderer experiment. Includes down-sampled rendering, dithered shadows and flattened lighting. It's a bit hacky, but gives us a rough sense of where it could go.

#indiedev
#graphicscode
August 27, 2025 at 4:58 PM
Here's the very modest beginning - a basic scene, single light using #unity3d's standard rendering. I'll be hacking derezzifying this shortly.

#graphicscoding
August 27, 2025 at 8:49 AM
I'm diving into graphics coding this week to emulate the look of Sega's groundbreaking AM2 Model 1 Graphics card from back in 1992(!). I remember Virtua Fighter blowing my mind back in the day so it's a treat to revisit its aesthetic.

#graphicscoding
August 26, 2025 at 4:32 PM
The last few touches for the weeks work.
A constrained camera that tries to avoid going beyond the arena, and a bit of 'carving' style leaning seems to make a nice difference. Onto the next prototype!

#GameDev #Prototype
August 26, 2025 at 8:14 AM
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.
August 22, 2025 at 8:54 AM
August 21, 2025 at 4:03 PM
August 21, 2025 at 8:16 AM
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
August 20, 2025 at 4:58 PM
Tucked in our levels are special barrels that provide even more ECHO BOOST than normal enemies. Keep an eye out to gain maximum speed. #speedrun #gamedev #indiegame
June 16, 2025 at 8:20 AM
All our levels are built so that smart use of your ECHOES (costing life) will reap speed rewards. #speedrun #indiegame
June 13, 2025 at 4:56 PM
The other way to use echoes is to enter ECHO MODE - a slow time state where the more damage you do in that window results in a speed up out of it! #indiedev #gamedev
June 12, 2025 at 8:16 AM
Each level has places where a well placed ECHO JUMP will save serious time! #speedrun #gamedev
June 11, 2025 at 8:49 AM
For this precision runner, it's important to provide a few more tools. When you're confident of a shortcut, you can sacrifice your health to use an ECHO. Exiting an echo in the air lets you jump again. #gameplay #indiegame
June 10, 2025 at 8:14 AM
Our Hunters in action. From early concept and proof to more and more creepy animations. #gamedev #indiedev
June 9, 2025 at 8:20 AM
Our nasty turrets! Approaching head on isn't an option, you've got to get *around* those shots. #indiegame #gamedev
June 6, 2025 at 11:36 AM
Here's a few steps of how our levels came together, from box prototype to art/code decorated fully realised level. #gamecode #indiegame
June 5, 2025 at 8:55 AM
If you're really clever, the rifle's boost will reveal carefully made shortcuts in our levels. #speedrun #gamedev #indiedev
May 23, 2025 at 8:20 AM
#echobreaker's rifle's sacrifice mechanic in situ. Use it smartly to save significant time on your run. #speedrun #indiegame
May 22, 2025 at 8:16 AM