Yotei Kikuya About Contact






Purpose: School Project (solo)
Roles: Game Design, Programming, UX/UI, Artwork, Sound Design, QA
Category: Video Game
Software: Eclipse, Java (Processing core), Krita, Blender, Audacity
Date: 07/24/2025 - 08/15/2025


The Concept: Mind Weaponry

A few years ago, I had a concept for a top-down sci-fi RPG, where a potential skill tree was cybernetics and drone control. For this project, I dug up this concept. I wanted to create a shooter game with a more challenging and in-depth loop beyond clicking on a spot and firing a projectile. The primary weapon in Technomancer is a swarm of drones which can be manually controlled with the arrow keys or recalled, creating a protective bubble.


Knowledge is Power

Earlier in the year, I had attempted to make a Metroidvania in Unity. Although the project fell through, it gave me the confidence in object-oriented programming needed to make Technomancer possible. Chief among the pieces I learned to make is the camera, which was its own class. This allowed me to expand the game world beyond the bounds of the screen, in contrast to my first game, Knokkelmann. This extended to adapting scenes into gamestates, so it allowed for a level of depth I otherwise couldn’t have achieved.


The Prototype Phase

Before settling on a visual identity, I wanted to make a rock-solid prototype to ensure that Technomancer was mechanically sound. Using 2D primitives built into the Processing core, I ensured that my camera system, procedural generation, and drone controls were working before adding all the additional polish and gameplay loop features.


Enemy Behaviours

There are two enemy variants in Technomancer: The pursuer and the sniper. The pursuer is fairly straightforward; if it has a line of sight with the player within a certain range it will charge at them. The sniper on the other hand, aims to keep a set distance from the player as it fires pot shots from the backlines. In order to prevent the player from being relentlessly pursued, I added a simple line of sight system. It uses a vector between the enemy and player, and if there is a piece of terrain obstructing the line, they will stop attacking. This allows the player to seek respite and pick off enemies from a safe vantage point, using their cyberpsychic power to its fullest extent.


Necessary Patterns

A requirement for the project was to incorporate fractals and Perlin noise generation, being major topics in class. I used fractal generation to create the lightning effect, which serves as a visual indicator of enemies taking damage and the player’s shield being active. I used Perlin noise to spawn a terrain tile in the lowest brightness regions, so that the world layout and strategy is unique on each playthrough.


Visual Style: Finding Futures Past

I had initially planned for a pixel art style, but due to time constraints and oversaturation, I opted for primitive 3D sprites, inspired by the original Fallout games. I booted up Blender and created every asset using basic, low-poly shapes, took screenshots in orthographic view, and uploaded them as sprites.

© 2025 Yotei Kikuya