Invariant
● Role: Lead Designer, Developer, Artist, Animator
Invariant is my most recent, but canceled project, inspired by the Half-Life series. It was developed by a small team of three:
- I handled the core design, development, and art.
- One team member managed version control and technical coordination.
- Another provided voiceovers and sound.
Project Scope & Timeline
The prototype was completed over three months, with a focus on building a polished vertical slice that captured the spirit and pacing of Half-Life.
Creative Leadership
I was responsible for everything except version control and voice acting. This included:
- Level and environment design
- Character modeling and animation
- Game mechanics and scripting
- Visual style and asset creation
Art Direction & Production Challenges
Initially aiming for a realistic Half-Life 2-style look, I pivoted to a more stylized approach with outlined textures to:
- Streamline production
- Maintain a unique, cohesive aesthetic
- Ensure the project remained feasible given time and resources
Design Philosophy
Levels were structured using classic Half-Life pacing:
- Tight corridors and elevator sequences served as natural loading breaks to sustain immersion and momentum.
- The prototype uses segmented scenes to focus development on core gameplay and atmosphere, with plans for seamless transitions in the full game.
Outcome & Impact
- Over 12,000 wishlists on Steam from a single trailer
- Coverage by 40+ international gaming media outlets
- The playable demo was sent to publishers, some expressed interest, but under conditions that would have required compromises I chose not to accept
© 2025 JOSIP MAKJANIĆ. All rights reserved.