Health Pad and "Flag" Pickup Concepts

These pads are where health pickups spawn and where players can stand to receive passively recharged health points. Probably will go with version 1.2


The central pump will slowly give defending player's resources in the form of energy. This sheet is an attempt at narrowing down what that will look like. In practice these function as flags in a normal CTF mode but appearing up to 10 at a time, so visually they need to be restrained. Currently leaning towards 1.3, 3.3, 8.2, 8.3

Initial Platform Concepts

These are our first round of concepts for potential platforms that players can select to build their base upon. At game start, all 4 player's platforms come to dock on a central platform (not shown) and the battle takes place from there. 

These were sketched up in Procreate and colored in Photoshop using Astropad to get some quick values in.

Default SMG Concept

A big goal of ours for these weapons was to create something that was 80% plausible and 20% pure fantasy. In this way, all the weapons have proper alignments in regards to ammo feeding and ejecting however the reciprocating actions on top and moving magazines and magazine wells are purely there as juice for animation.

The SMG's secondary is a fairly slow moving missile that can help the player zone enemies at medium range or to blast down a few walls when need be.

Accelerating the Art pipeline

It has been awhile, but over the past few months, we have been hard at work refactoring our game from a very very rough prototype to a very rough MVP. 

Part of that shift took some focus off of the art pipeline as we worked on dev with placeholders. But now, after a long hiatus we have wrapped up work on our default weapons - starting with the rifle!

Next up, modeling, animation, texturing and integration into Unreal!

Gameplay Footage + New Art + Funding

Hey guys! We've got some new gameplay footage from a recent playtest to show you. Some of the art is still stand-in, but it's starting to come together.

We've decided that having all the buildable objects be block shaped wasn't quite the look we wanted, so now we're working on getting some more interesting shapes in. Here's some concept art for what we were thinking:

Right now we're working on getting one environment theme done first (all the desert stuff) and once we've figured out what works best, we'll start on the others.

Also, we're proud to announce that we've been awarded the Nebraska Innovation Prototype Grant! This'll go a long way in helping us get this game off the ground.

If you have any feedback for us, please leave a comment here, or email us at hi@anvilheadstudios.com. We'd love to hear what you guys think so far!

- Leah

Anvilhead Studios Development Blog!

Working Hard on Something Great!

I am excited to announce that over the next few weeks we will start to unveil all the hard work that we have put into our first project. 

From ideas and sketches to implementing playable 3D characters and objects into our prototype, I am so proud of this team and everything they have accomplished. 

The talent, passion, and execution of this team is something to behold. The development of our first character was sublime, it's really exciting to watch inspiration strike and strengthen over time. 

We can't wait to show you more.

Anvilhead Studios is comprised of dedicated and skilled individuals who are creating something truly great. We would like to invite you to join us on our journey and watch our first project blossom.

Our developers blog posts will include bits and pieces from everyone on our team, ranging from art and code to gameplay and experiences. Talk to you soon!  

-Steve