A neon-horror survivors game, designed and engineered solo
Visit website
project28-game.com
The Project
Project 28 is a survivors and tower-defense hybrid for iOS and Android with an Akira-inspired horror aesthetic: a psychic child defending a government facility, building defenses by day and surviving creature waves by night. The design targets one-thumb play with auto-fire weapons, so player skill lives entirely in positioning. Built solo in Godot 4.6 under CRB Labs, it is currently in TestFlight beta ahead of its App Store release, with a marketing site live at project28-game.com.
Art Direction
The look is held together by a formal style system: a locked style prompt and generation profile, framing presets for every asset class, and a documented 2D-to-3D pipeline, so characters, creatures, weapons, key art, and cinematics all read as one world. The same system carries through the wordmark, the store presence, and the marketing site, from a single app icon to a full cinematic sizzle reel.
Engineering
I designed the systems (day/night economy, towers and stations, weapons, enemies, and bosses) and built the engine-level runtime myself: a custom pooled-entity architecture over a spatial hash grid, with no physics bodies, that holds 120 fps with 200 enemies on screen. All 3D models are assembled procedurally in code from shared primitives. It is the clearest single artifact of the design-plus-engineering combination the rest of this site describes.
CRB Labs
Game Design
Art Direction
Godot 4.6
iOS / Android