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PROJECT / 01ORIGINS / EARLY WORK

LUCID.

From surreal experiments to a retro FPS.

First-person gameplay and Blender-rendered multi-angle sprites.

EARLIER DEVELOPMENTREAD THE STORY
LUCID project cover artwork
PROJECT VIDEO / 01

LUCID began as a surreal, dreamlike experiment in Godot before evolving into a retro-style first-person shooter.

Inspired by Doom and Serious Sam, I explored combat, level design and enemies rendered as multi-angle sprites in Blender.

01 / THE IDEALUCID

Exploring surreal spaces.

The original concept focused on surreal environments rather than combat or structured objectives.

I gradually introduced arenas and enemy encounters while retaining the dreamlike visual direction.

KEY PARTS
  • Early Godot experiments
  • Surreal environments
  • Retro FPS direction
EARLY CONCEPT / SCREENSHOTCLICK TO INSPECT
02 / THE PROCESSLUCID

Multi-angle sprites in Blender.

I modeled enemies in Blender and rendered them from multiple angles to create omnidirectional sprite sheets.

The workflow combined a retro sprite aesthetic with the flexibility of 3D source models.

KEY PARTS
  • 3D source models in Blender
  • Multiple rendered viewing angles
  • Sprite-sheet output for Godot
BLENDER / SPRITE SHEETCLICK TO INSPECT
03 / THE SHOOTERLUCID

From experiment to FPS.

LUCID shifted toward direct first-person combat, supported by sprite-based enemies and arenas.

Iterative prototypes helped refine the gameplay and connect its systems in Godot.

KEY PARTS
  • First-person gameplay experiments
  • Brutal retro-FPS combat
  • Surreal atmosphere and sprite-based enemies
GAMEPLAY / RETRO FPSVIDEO / OPEN
WHAT I TOOK FROM IT

LUCID established my foundation in first-person gameplay, prototyping and sprite-based assets.