Bad Potion
badpotion.bsky.social
Bad Potion
@badpotion.bsky.social
Game designer, prototyper, tech art tinkerer, music maker.

20 years designing games. Death Squared, Hyperburner, OTTTD, No Way Home

http://apple.co/28Ub9PA
badpotion.bandcamp.com
Super fun to make them. And so many more ideas for levels we left on the cutting room floor or as sketched ideas.

It's great having a system set up where the levels are also just essentially gizmos, art builds at runtime. Really quick to execute on an idea.

Hoping we'll do a sequel at SMG one day!
April 25, 2025 at 5:47 AM
Thank you so much! Absolutely one of my fav games to have worked on, purely for watching the shouts and banter.

Can hardly wrap my head around it being ten years ago at a GGJ that it first emerged. I named it at 4am on the Sunday, literally just needed a submission name. Didn't think it would stick
April 25, 2025 at 5:38 AM
Use BIRP unless you’re going to make time to retrain any/all rendering (even camera) stuff for SRP. Or you wanted shadergraph.

Old school pipeline is still just fine.
February 19, 2025 at 4:50 AM
I am of course taking for granted the absolutely incredible ocean of information at my fingertips.

Minor detail.
February 19, 2025 at 4:40 AM
The old internet has no present day parallel. People would just put up .. stuff .. and you could read it. It was a strange and sometimes great journey.

The internet feels like a wasteland now. Endless paragraphs of empty garbage for SEO. Contrived pagination for ad impressions. Homogenous design.
February 19, 2025 at 4:40 AM
it’s more than your attention span. your brain is going for fast dopamine. the faster and easier the better. it’s what brains do.

the worst thing is that is that something cooler and more interesting than scrolling would have otherwise been required to get it.

says me on social media.
January 13, 2025 at 12:02 PM
Are you adjusting logical velocities (and engine mechanics in general) for isometric compression?!

Having worked on similar games / solutions, some advice FWIW:

Do all your movement, velocity, world positions etc unscaled.

compress the Y axis only in the view/render pass.
December 20, 2024 at 10:26 PM
random question: what do you think the TD market is like now?

we made OTTTD in 2014 and I had some much fun on it I’ve wanted to follow it up ever since, but hasn’t been able to be a priority.
December 20, 2024 at 8:58 PM
54 is pretty good! I set myself a goal of 52 every year and i’ve failed miserably in 2024.
December 19, 2024 at 2:36 AM
At my first GDC in 2013 I had accommodation booked for me. No knowledge of the city yet.

Tiny apartment on the corner of Turk and Leavenworth.

It was a lot.
December 13, 2024 at 10:41 PM
This is just a reminder for me how much I value WFH now. I used to do this. I also really miss the physical social interaction from working in office but the loss of focus on my work every day was MASSIVE. And ultimately, I value being able to do my creative work effectively the most.
December 11, 2024 at 8:18 PM
Yeah I probably know the answer, but wanted the sense check. There’s no jump needs in my design vision, other than the extra theatre of getting out of danger with more flair. But it’s completely fine to balance that part of the gameplay without it. There’s a notion players “just want it”, as well.
December 1, 2024 at 5:41 AM
I’ve there’s space, count me in!
Just followed all.
November 30, 2024 at 8:54 PM
what happened?!
November 30, 2024 at 9:03 AM
If you feel Hyperburner fits
badpotion.itch.io/hyperburner

let me know! its not abstract but for me it was a very art-lead design exploration while making it.
Hyperburner by Bad Potion
High speed SciFi space piloting
badpotion.itch.io
November 30, 2024 at 9:00 AM
what was the news?
November 30, 2024 at 5:38 AM
the rumours were true.
November 30, 2024 at 5:12 AM
This is looking awesome!
November 29, 2024 at 8:55 PM
oh damn, that’s awesome! not sure what the secret sauce is to get in lists.

I do need to get way more active posting my work though.
November 29, 2024 at 8:49 PM