Full Metal Overdrive

Full Metal Overdrive
Full Metal Overdrive

MAKE — FULL METAL OVERDRIVE

Full Metal Overdrive
Client:
DEADLIFT STUDIOS
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Domain:
Make, Support

Short-cycle development support for an independent studio's vehicular action project.

Partner studio: Puny Human

Concept

An independent vehicular action project in development at a small US studio, with a stylized, effects-heavy visual target.

Requirement

A small independent team needed specialist capacity it could not justify hiring for full time — the standard shape of a short-cycle indie engagement, where the value is in adding a discipline the client lacks for a defined window rather than in scale.

Approach

A small allocation of engineering and art capacity was provided against the partner's schedule, working inside the partner's existing pipeline and tooling.

Delivery scope

  • Unreal Engine development
  • Gameplay and systems programming
  • Art and technical art support
  • Production support

Results

  • Engaged 2020
  • 2–6 person-months delivered, across 1–2 developers
  • Representative of the small-engagement tier that sustained studio utilization between larger contracts
  • Title did not reach public release

Engine: Unreal Engine.

Engaged 2020

Wireframe cubes nested inside a larger open cube, drawn in indigo and periwinkle line work.Wireframe planes stacked in ascending steps above a dense lattice.An open wireframe cube crossed by diagonal lines converging at its corners.

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