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.
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
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.



