Gonju

@gonjusp.bsky.social

local boy (>18) || artist + independent gamedev, working on my first major project

brief bit of inside baseball showing off the dynamic combat analysis spreadsheet i'm building! making tools like this isn't the most glamorous part of gamedev, but i think it's important for ensuring a good degree of balance in the final product, especially for an RPG

sincere apologies for my long absence; been having to take care of some IRL stuff that's kept me from gamedev for a while. i'm ramping up production again this month, starting with implementing core status effects!

finished up the model for the 4th party member: Vellum Argentum, the gun-toting priest! i had an earlier version of him that i did almost a full year ago, so i figured it was time to do an update now that i've got a solid texturing method down [ #gamedev | #indiegame | #b3d ]

spent some time implementing a new mechanic: your Weaves (re: spells) now use a shared party resource called Charge instead of Energy. this makes them easier to use, but requires you to ration your Charge carefully, though defeating a foe restores some Charge [ #gamedev | #indiegame | #unity3d ]

spent most of this week working on the blacksmith's texture, which i used as an opportunity to try and really nail the art style i want for character models. i'd been very ad hoc before, so i wanted a process i could follow to be consistent. happy with the result! [ #gamedev | #indiegame | #b3d ]

spent most of saturday doing some 3D modeling work on the Blacksmith model! trying to introduce a few more danglies like the hammer and see how that works in-engine

wanted to do something a bit different with HP: when you take damage, a portion of it is stored as grey health ("Mettle"), which can then be recovered by attacking or using abilities like healing spells. this makes tactical play more important vs. pure attrition [ #gamedev | #indiegame | #unity3d ]

i added in an "Interrupt" mechanic! some powerful enemy attacks can be interrupted by the player, indicated by a unique frame on the turn timeline. interrupts usually have a higher cost attached, so you have to plan around using them carefully [ #gamedev | #indiegame | #unity3d ]

finished my entirely handpainted texture on the Chirugion model! good learning experience overall, but pretty time intensive compared to the more procedural methods i've been using; think i need to figure out a way to combine the two efficiently

modelled + rigged the chirugion enemy! gonna try more of a painterly marvel rivals look for the texture painting and see how i do, although it's way outside my artistic comfort zone

A 3D render of a video game enemy called a Chirugion. It's a robed creature with long, claw-like hands sticking out of the robe's sleeves, and it uses four levitating needles to fight.

happy new years to everyone! this was the first year i started to share my work, but the support has been tremendous. it gave me the confidence to continue pushing forwards, and i've made huge strides since then thank you for all the encouragement, and i'll continue working hard in 2026!

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doing some more game concept art! i'm going to build out the hub/home base after finishing up the vertical slice dungeon, so i wanted to come up with a few interesting NPCs to fill out the space, like this lovely weapon upgrading lady

Concept art for a video game character. She's a blacksmith with a mechanical right arm that she uses to pummel metal into shape, allowing the player to upgrade their weapons.

it's a minor achievement, but i managed to finish the full blockout of half the area of my vertical slice. still a whole lot of polishing and decorating to do, but i'm proud to finally have a full level you can walk from beginning to end in hope everyone has a merry christmas!

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updated the basic shop menu's aesthetics to feel more responsive and give some more personality to the vendors you interact with. the vending machine's a nice catch-all for now, but i'd like to add in many unique merchants in the future [ #gamedev | #indiegame | #unity3d ]

trying to spruce up the game world by adding in more environmental windows: small, inaccessible areas the player can see but not visit. i think it helps to add visual interest to longer corridors & helps create an impression of a larger world [ #gamedev | #indiegame | #unity3d ]

working on improving my 3D prop creation speed! this vending machine only took about 2 hours, but i think i can squeeze it down if i get a good material library built up

some WIP concept art for a new enemy! i want to get 2~ more enemy variants for the vertical slice done and thought something a bit weirder would be a welcome change

Concept art for a video game enemy, the Chirugion. It's a long, snakelike creature wrapped head-to-toe in cloth, wielding large floating needles as weapons.