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May 27, 2022
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Piotr Bomak's Expert Blogs

Posted by Piotr Bomak on Mon, 17 Dec 2018 11:09:00 EST in Design, Art, Console/PC, Serious, Indie
The development of X-Morph: Defense took over 5 years. It seems like a very long time, but it was not enough to implement some of the crazier ideas that we came up with. We would like to share the story of a boss battle that fell victim to its own scope.

Posted by Piotr Bomak on Fri, 30 Nov 2018 09:59:00 EST in Design, Programming, Production, Console/PC, Serious, Indie
Working under limitations can be tiresome, but will make you find solutions you have never thought of. We believe porting X-Morph: Defense has made us into better developers and we would do it again without hesitation.

Posted by Piotr Bomak on Thu, 27 Sep 2018 09:58:00 EDT in Design, Art, Console/PC, Serious, Indie
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game, inspired by an unusual, a bit forgotten concept.

Posted by Piotr Bomak on Sun, 15 Jul 2018 01:22:00 EDT in Design, Programming, Art, Console/PC, Serious, Indie
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense - the JAGUAR Type S tank.

Posted by Piotr Bomak on Fri, 15 Jun 2018 08:44:00 EDT in Design, Art, Console/PC, Serious, Indie
In the third article in the series, we unveil the design decisions behind the bomber boss in X-Morph: Defense and why we decided to completely get rid of it, even though it was almost finished.

Posted by Piotr Bomak on Wed, 06 Jun 2018 09:49:00 EDT in Design, Art, Console/PC, Serious, Indie
In the next article of the series we describe the creative process behind one of the bosses from X-Morph: Defense. The Tarantula Mk V is the intro level boss. Being one of our first concepts it's surprising it's managed to crawl into the game.

Posted by Piotr Bomak on Fri, 18 May 2018 08:59:00 EDT in Design, Programming, Production, Art, Console/PC, Serious, Indie
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.

Posted by Piotr Bomak on Thu, 26 Apr 2018 09:22:00 EDT in Design, Programming, Console/PC, Indie
Our design goal for X-Morph: Defense were destructible environment and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work. Here's what we did in order to meet our own and our players' expectations.

Posted by Piotr Bomak on Fri, 16 Mar 2018 09:40:00 EDT in Design, Production, Art, Serious, Indie
The preconceptions you have about what the final product should look like often look great on paper, but do not fare so well in reality. We go on a journey through X-Morph: Defense development and look at the changes it went through over time.

[Previous Piotr Bomak Blogs]