Project 28

Project 28 / Solo creator · Game systems

One world, designed and engineered end to end.

A mobile survival game combining combat, base building, and a unified visual system.

Role
Solo: game design, art direction, engineering
Engine
Godot 4.6
Platforms
iOS and Android
Studio
CRB Labs

The design problem

Survival games on a phone compete with a small screen and one free thumb. Project 28 removes aiming: weapons fire on their own, so skill comes from where you stand and what you build.

My contribution

  • Game design
  • Art direction
  • Godot engineering

What I designed

A day and night loop: build towers and stations by day, survive creature waves by night, in one consistent visual world.

Gameplay

Shipping milestone

What changed

Project 28 is released on the App Store and Google Play, with a marketing site at project28-game.com.

Design decision

Take aiming away, so every choice the player makes is about position and building.

Methods & evidence

Engineering

I designed the systems (day and night economy, towers and stations, weapons, enemies and bosses) and built the runtime myself: pooled entities over a spatial hash grid, with no physics bodies, so large waves stay on screen at once. 3D models are assembled in code from shared primitives. Frame-rate figures are held back until they are measured on a named device and build.

Art direction

A locked style prompt and generation profile, framing presets for every asset class, and a documented 2D-to-3D pipeline keep characters, creatures, weapons, key art and cinematics in one world. The same system carries the wordmark, store presence and marketing site.

Cinematic film made with the style system.
Cinematic key art: a psychic shockwave
One style systemCharacters, creatures, weapons and key art share one documented style.
Store screenshot: the fallen street
Store screenshot: the setting.
Project 28 key art poster
Key art poster.

Next project

LEEO

Brand and product design · Buildcraft

Contact

Building something complex?