Solo developing a fleshed out demo over the span of a year.
What is Grabby Space Marine
A demo and the start of my biggest solo project yet. Previous to this I had been developing TimeGlideAR for quite a while and had been itching to finally start work on a project of my own. This passion-project has been ongoing for about a year at this point (middle of 2025).
Core game mechanics
The games' core mechanics are heavily inspired by titles such as Gorilla Tag, where freedom of movement and the mastering of that skill creates a lot of the fun. Many of the ideas and implementations modify this behavior, adding layers of interaction to the world and its objects. What really sticks out though, is the games simplistic visual style and storytelling elements.
Assets and 3D modeling
Everything you see is modeled by me, by hand, in Blender. The project being my main introduction to the topic of 3D modeling and rendering. With the game being modeled and made for the Meta Quest, the choice of a very simplistic artstyle is more than just stylistic, its a practical choice that takes into consideration the computational power of the system it will be running on.
The vision
Grabby Space Marine as I see it is a kind of playground for me to experiment with new ideas and techniques. As an example, modifying and developing the movement system to match what I want and need involved a long process that brought me to learn a lot about VR development and game development in general. Creating a whole game on your own involves a wide spectrum of topics that range from immersive storytelling to shader programming, rigging and animation. It's a real challenge, but one that I have been able to learn much from.