
Moon Breakers

Initial Concept
This was my pitch for Moon Breakers - no design doc needed.

Gameplay sketch
A rough concept of a first-person viewpoint.

Game flow
My initial UI and gameplay architecture plan.

Gameplay loop.
A slightly more detailed sketch of the core loop.

Level design sketch
Working out the general scale and gameplay elements for our first gametype, Carrier vs. Carrier.

Fighter concept I
I wanted our ships to have a WWII feel, so this was my first concept, based loosely on a P-38 Lightning.

Fighter Concept II
Keeping with the WWII aesthetic I was trying to cross it with something a little more Buck Rogers-esque.

Carrier Concept
This rough sketch showed the first inkling of the final carrier design which ended up looking nothing like this.

Scale chart
One of the things I learned quickly is that establishing the scale of things in a space game is quite important.

Carrier model
Before we had hired any artists I made this model in SketchUp so we could playtest launching from, and flying around, a full sized carrier.

Level Sketch
I was playing with visual ideas here for our first map, the Broken Moon.

Art Direction
This was my mockup for our eventual marquee banner we used on our store sites, blog and business cards. The final piece was done by our inestimable concept artist.

Screenshot
This screen grab shows the culmination of all these ideas.

Store page
I built the in-game fiction, including store descriptions.

Art Direction II
All our artists were remote so giving quick and clear feedback was essential.

Early review
When Moon Breakers came out we had a small but dedicated community.















