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TRANSMISSION 04 · DEVLOG

Our Art Pipeline Was a Slider Panel

6 MIN
A
THRUSTlive preview
HULLstrut geometry
Hangar screen with lander blueprint, upgrades, and loadout bars
HULL TUNER
BATTERYupgrade glow
GRAVITYblueprint callouts

There’s no sprite sheet for the Lunar Rescue lander. It’s a Skia blueprint: trapezoid hull, spring struts, footpads, antenna, optional exhaust. The hangar draws the same craft with upgrade callouts. Flight draws it under thrust and damage.

Drag until it looks like a ship

Hull Tuning and Physics Tuning are developer screens in the app. Sliders for hull width, strut length, footpad size, thrust — a live Skia preview updates as you drag. When something felt right, those numbers became DEFAULT_PHYSICS.

That was the art pipeline. Play with geometry until the silhouette reads as a lander at phone scale, then lock the constants. I spent more time on strut zigzags than I want to admit.

When the hangar stopped looking like Settings

Mid-build we committed to the hologram look: Michroma titles, JetBrains Mono HUD labels, cyan strokes, exhaust accents, corner brackets instead of heavy cards. Suddenly the hangar felt like mission control instead of a preference pane.

Raster art would have fought every upgrade visual — extra seats, thicker hull, brighter thrusters. Paths scale and tint without a new export. The marketing site reuses the same screenshots because the game already spoke that dialect.

If your game is mostly shapes and glow, try drawing it. The tuner might be the studio.

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