ABOUT POLYLUSION

the short version

I make games by myself. Not because I have to — because I want to. There’s something about holding every piece of a project in your head at once: the code, the art, the design, the sound, the story. It’s exhausting and addictive in exactly the same way.

Solo dev means every decision is mine. If a mechanic feels wrong at 2am, I rip it out at 2am. If I want to spend three weeks on a particle effect nobody will consciously notice, I do that. There’s no committee, no pitch deck, no stakeholder meeting. Just the work.

Why all the genres?

Polylusion makes games about vampires, cowboys, hot rods, kaiju, horror, and time travel. That sounds scattered until you realise the thread: I make games about things I can’t stop thinking about.

A flathead V8 engine is a beautiful system. So is a clicker game economy. So is the way a horror game makes you dread opening a door you chose to walk towards. These are all the same kind of interesting — systems that create feelings. Engines that produce emotion instead of horsepower.

Every Polylusion game is a different genre because every interesting idea deserves its own shape. I’d rather make six different things that each feel exactly right than one thing that plays it safe.

The approach

Every game starts as a sketchbook doodle and a question. What if a clicker game had real stakes? What if a Western duel played out in slow motion? What if you could hear the engine before you saw the car? The idea has to be strong enough to carry itself before a single line of code gets written.

I build in Unity, prototype fast, and throw away anything that doesn’t feel right within the first hour of play. Art style is decided early because it shapes everything else — a low-poly cowboy and a painterly vampire live in different design spaces even if the underlying systems overlap.

The blog doubles as a design journal. Writing about game mechanics, reviewing other people’s work, and thinking out loud about what makes games tick — that’s all part of the process. Making games and thinking about games are the same activity at different speeds.

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