I participated in the Boss Rush Game Jam 2025 on itch.io, which took place from 1/2/25-2/2/25. The theme we were given was Spin. This was a great way to start off the year with some good momentum and keep lesser used skills sharp. Im grateful to have worked with such dedicated people and end the month with a shipped title.
I had the opportunity to design, model, texture, rig and animate the characters and enemies as well as setup shaders in Godot, which we learned specifically for this jam. This offered unique challenges and kept us open minded, to adapt to changes in our workflow. The game was an incredible learning opportunity as with such a short development period we were constantly shifting priorities to ensure the game would be completed in time. As challenges would arise between departments we kept in constant communication to ensure smooth pivots and successful implementation.
I gave the levels their art pass based on Rian Atherton's exceptional blockouts and gameplay mechanics. I built the narrative for the spaces but without Rian they would not be as fun and engaging as what we have. And they certainly wouldnt function without Michael Yang behind the scenes programming. But without the absolutely incredible work of Ashna Choudhury who handled programming implementation of some of our enemy combat (as well as built the majority of our UI) we would not have the rewarding and varied upgrade system that we have. And what's the point in winning if you don't get a prize?
In 4 weeks we built a fun immersive game with a cohesive narrative, difficult boss battles and rich gameplay mechanics.
If you are interested in checking out the game it is available here: https://chillhopper.itch.io/orbital-decay
I would not advise looking further if you care about spoilers. Otherwise, I will be breaking down the game components to show how we created Orbital Decay.
The first task worked on once we had an idea for the story was the characters and enemies. It was crutial that the player character had a strong read at distance. The enemies needed to offer different challenges for the player, and they should be communicated through their design. I made the choice to use the ships crew, filtered through their department and perceptions of time as a basis for how they became distorted by the entity. They should feel burdened and grounded while also sitting in strong opposition to the sci fi setting you first encounter them in. By the end it should be the player that feels in opposition to the space while the servants of the entity feel at home in their domain. Their design choices were also influenced by our scope. By burdening the minions with a heavy, inconvenient penance grafted to them, they often lost the free use of an extremity. This added to the nature of their condition while also simplifying the animation/rigging process.
For their animations I wanted them to feel heavy or uncomfortable, twisting them in inconvenient ways or exaggerating the weight they carry. They aren't willing combatants but twisted crew members, stuck in an eternal loop of service. The farther you go into the ship, the closer to containment you get, the disturbing ways the crew was affected becomes more apparent. As you venture the environment itself begins to change more until there is nothing left at all.
For my workflow I modeled the assets in Maya and Zbrush and this is where I rigged an animated as well. The texturing process was done in substance painter and designer. I used tileable materials with custom packed masks for many of the environmental pieces, while the characters were given their own baked textures. We were very conscious about texture size and the number of textures in use to alleviate the burdon of heavy files on the player (this is a jam after all and should be quick and easy to play). So it was crutial that as many of the textures could be reusable as possible.
Asset callouts were re rendered in UE5, with higher res versions of their textures. For the Engineer I used fab assets for the particle fire. They come from the Rocket Thruster Exhaust FX pack.
Thank you for looking, Creating this game was a fantastic experience and if you've made it this far I really appreciate your support and hope you enjoyed the breakdown of Orbital Decay.
This is the trailer for Orbital Decay.
For the player character, the design was meant to be simple, readable, modular for the option of introducing augments in future iterations and personable. He needed to have a design that could visually make sense of our spin mechanic.
By this point you should be pretty familiar with two minion types. This one offers melee combat, running into you with the gear embedded in its torso. His loss of identity and burdenous headpiece are a constant source of agony.
The second minion introduces ranged combat, flinging the gear at you from a distance, constantly regurgitating more in an endless cycle. Pulling open his mouth to avoid slicing any more of its flesh.
The Time Golem is a mini boss with both a melee and ranged variant showing up in multiple levels. He is slow, allowing minions to pile in front of him in a shield, but closes a gap quickly to deliver a devastating blow.
One of the new enemy types introduced early on in the Mess Hall is the Leviathan Minion. They are by far the fastest threat in the game. An emaciated crew member, dragged forward by insatiable hunger, unable to eat and unable to die.
The Engineer, was introduced at the end of the Mess Hall. This lumbering beast was once responsible for maintaining the ships thrusters. Now burdened to carry the scalding pistons, searing his flesh and boiling his blood. Metal shards puncture his torso.
The robot arms once used to repair vital functions, now twisted with old crew members. Striking at random, with no senses to guide them.
The final boss of our game is the Theraposa. She is an amalgamation of multiple crew members, with only a single purpose. To protect the entity. The turbine they were repairing acting as a shell to attack and defend.