The Blog of Ryan Foss

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105 Reviews! 4+ Stars Average!

Today, my Android G1 phone informs me that there are 105 reviews for Deadly Chambers, running a 4+ star rating. Our Featured Game status is over and we had a pretty good month. It’s nice to get noticed. I’ll try and post a graph or something one I get some numbers. Meanwhile, here are some of my favorite comments:

“Best game ever for phones”
- Greg
“Impressive. MOST impressive.”
- Michael
“HOPEFULLY A SEQUEL LOVE THIS GAME!!!!!!!”
- MRWESKER78
“Best! Android! Game! Yet!”
- nick
“A++ Fast Shipping! …oh yeah, best Android game ever!”
- sra (I know this is you Steve)
“Good fun this game is.”
- Yoda – kevin
“I dont understand how people can complain about such a great game. The controls work great and game play is solid on the nexus one!”
- scott
“It’s about time that Android gets a game that rivals the iPhone. I’d give it 10 stars if I could.”
- Breon
“Gorgeous game. Really fun to play. Attention to detail is great.”
- Darryl
“This game is the bomb grafix r the best I turn them right up on my sony x10″
- J-BAGGS
“Finished the game 4 times, BEST shooter on android! Mytouch Slide”
- Dalton
“By far 1 of best shooters on android market, please make more.. Wolfenstein, or a unique game of your own. We need better games 4 Verizon-android”
- jason

And here are some of the more comic 1-3 Star reviews.

“it never showed me the fire button”
- khalid
“Its ok”
- Maco

And just so this post has a graphic attached, here’s something I used to convince the developer to add an extra weapon.

Here’s a picture of the Bubble Gun.
This is the last, and most powerful, weapon in Deadly Chambers.

The New Pat


I’ve created a new lead model for Deadly Chambers. This is the WIP. My triangle budget is 400. This model weighs in at 406. Ha!

Laser Shotgun

This is my newest creation. If all goes well, it will be added to Deadly Chambers. It is a shotgun that shoots lasers!

It was made using Blender and Photoshop. I rendered an AO layer and saved it, then a light layer, the blue glow, by rendering only the light on a dark material to the same UV map. I combined them in photoshop with some metal textures, photos, hand painting and some layer effects. I really like how it turned out.

Tower In Action

I’m finishing the tower level tonight. It’s mostly the little things that take the time. I had to make a quad for every torch, some for portal detection, etc. Here is a shot of the tower level being played. This is the stairs.


Here you are in first person mode standing on the roof.


That is a Verizon Droid phone if you’re wondering.

Tower Power, Shared Texture Space

This is the lightmap layer of the tower level for the game I’m working on with Rob of Battery Powered Games. This is the final level, the Tower, where the big show down with a magical wizard takes place. The game should be out in a month (estimated release second week of May, 2010). It’s called [NAME TBD].


I’ve been using blender solidly for about half a year now and I have developed a number of tricks. My favorite trick thus far is baking textures with shared texture space. Essentially I design a symmetric scene, set up the lights and UV only part the model. I then use this part of the model to create the rest of the scene, but I push their UV’s out of the main UV space. This is a trick, since Blender won’t bake the textures for these faces (when they would normally cause problems), and they are technically in the same place if texture mode set to repeat.

Here you can see the UV texture space. The faces pushed to the top are part of the stairs design, while the parts pushed to the right are levels.


In this image you’ll see that the stairs have essentially the same texture mapping from one level to the next. What is really nice is that since they are the same, they share the same UV texture space, I reap the benefits of the resolution only doing it once. It might seem really weird but its backfaces only. This means you see through geometry from one side, but not the other. So you can see the stairs through the walls so to speak. It’s so natural to me, but I expect some won’t know what they are looking at.


Here you can see I’ve highlighted the portions of the texture in the main UV space. Pretty good use of the space I think.

Fun in 3D, Tron Style


Rock Giant

Rock Giant Tron Style

This is my latest model for NAME TBD. Obviously not going to use the Tron style version, but it gave the developer a laugh.

Low Polygon Characters



Here are a few shots of the characters I’ve been working on lately. They are a combo level boss. The knight is the first half. Once you beat him, he takes on his spider form.

He should be appearing as the level two boss in the upcoming Android game.

Android Art


I’ve been really busy lately with work, school, family and side projects. Here’s one of those side projects I’m working on.

I’ve started working with Battery Powered Games, a local android developer I met through IGDA. We’re making a FPS sort of game. The images above is a WIP of level two, a castle level.

I’m limited to around 1000 triangles and two textures. One texture, a 1024×1024 image is the diffuse and the other is a light map, only 512×512 at maximum quality.

I’m having a lot of fun working on this stuff.