A Two Year Postmortem


The game’s development started around June 2018, We initially planned the game to be a

platformer with a scifi theme. Inspired from the old “Metal Slug” franchise by SNK.

At that time, our team was composed of only one member that would work on “Atomblitz”

We made a brief background story-line as well as corresponding themes for different levels.

We chose the initial engine to be Unreal Engine 4. As it’s graphic capabilities at that time is what we were engrossed with. Especially the way we could implement 2D Dynamic Lighting as a part of our game. In that time we were inspired by another game called “The Seige and the Sandfox” by Cardboard Sword. We stumbled into their methods of development for their graphics within their game and quickly took to arms on reviewing their tutorial on how they implemented such tools, as the 2D Dynamic Lighting I’ve said before.

Within the timeline between June 2018 to April 2019, we banded together with another studio called “Alter Studios” in which they helped in providing us concepts as well as art assets.

Fast forward to April 2019 to July 2019, (+2 members – 1 Member) We made our first revision on turning Atomblitz from platformer-shooter to Platformer infinite runner. Due to budget cuts and aswell as internal problems with the workflow with the engine. By this time our second revision had our team move to the Unity Game engine.

Fast forward to July 2019 to August 2019 (-1 Member) We have lost our main back-end programmer.

And had to make revisions once again due to lack of man power for the last revision.

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