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NexBlade-Studios

@NexBlade-Studios

Joined June 6th, 2026

  • 14Devlogs
  • 5Projects
  • 2Ships
  • 33Votes
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1h 4m 39s logged

Really testing the limits of my optimisation here. I was just playing around with some settings and wanted to see if the game would still run at a spawn radius of 100 and surprisingly it does. I have added a world object manager that now handles despawning ores and other items, keeping it separate to the tiles. I managed to capture this screenshot from underneath the “lunar surface” in the scene view, and it looks quite like an asteroid belt which I though was pretty cool.

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6h 23m 15s logged

Well I said I wouldn’t be doing more work on the tile generation system but well, I just couldn’t help it. Previously the tiles only generated in a small radius around the player, which meant that it lost the immersive feel of space exploration, where it should feel like a truly endless expanse. This is why I changed this system to instead spawn a semicircle of tiles in front of the player. This allows for a larger range of tiles and better view. I have also implemented my ore generation in this system, so iron and copper can now be found on the surface. I also added key optimisation features such as object pooling, which means that the tiles don’t constantly need to be instantiated but are instead pooled and reused which significantly improves performance.

The next thing I want to work on now is adding more resource spawns and a crafting system so the resources can actually be used for improving your spaceship and building your lunar colony!

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1h 52m 36s logged

Currently I have been working on not just tile generation which was my main focus before, but now I am looking at ore and resource generation. In my game I have some key resources, those being:

  • copper
  • iron
  • power cells
  • gems / crystals (idk which one to call)
    So what the game loop will be is that across the moon’s surface there will be certain resource deposits. In order to obtain those resources there will some obstacle in the way. For example, around iron deposits there is a higher chance of crater formation. Power cells can also be used to power generators and such but I have not got onto that yet.
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I have created Aperture Online store, which is a fictional website that sells items from the Portal franchise as if they were real products.

I came up with this idea initially as part of a school project, but it slowly expanded beyond that and became a fully fledged website. I themed the website around the signature Aperture Science design, with its dull greys and bright white surfaces.

I even made sure to add a custom cursor and favicon to match the design.

I thought it would be more interesting if I add some humour and charm so I made sure to include lots of references to the Portal franchise throughout, especially in the reviews section where I have some of the characters from the game giving reviews on products.

I also made sure to implement responsive design so whenever the page is resized or viewed on a different device, the key information is always visible.

Overall, the experience was quite a fun one, since it not only improved my website design skills but I also got to research deeper into the backstory of the Portal franchise.

  • 4 devlogs
  • 24h
  • 11.69x multiplier
  • 284 Stardust
Try project → See source code →
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7h 9m 5s logged

The website is finally complete! This last chunk of progress has been about rounding out the final features. Particularly working on responsive design which is something that I am not very experienced with, so it was interesting to see the different strategies I had to use in order to best represent the information while also maintaining the visual style of the website.

Getting the website to this point has been a really amazing opportunity to work on my website design skills which I hope to apply more in the future.

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3h 39m 53s logged

I’m in the final stretch of development now, with the completion of the product pages and the about section. The website is really feeling like something that could be found in the Portal universe, but again if there’s anything you think I should add please let me know.

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9h 0m 40s logged

The project has been moving along quite nicely, although it has been a while since I have made a devlog. I have been working on perfecting the aesthetic of the product page, which is the key part of the website. For that, I recreated the test chamber sign, making it act as the label for the product, with each of the symbols representing actions related to it. I have also added a short description taking inspirations and dialogue snippets from various Portal media. The main thing that has inspired this is the Aperture Investment Opportunity videos where some of the products I am “selling” were also shown. Please give some ideas on what I should add to the website!

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2h 23m 54s logged

I initially created Treevolve as a hackathon project, with the idea of being a quick app that I could develop. The key concept is the visualisation of progress in skill trees instead of simple lists. After seeing the potential of the project, I have decided to expand upon the concept, adding a journal system so that users can link journal entries to their skills. If there are any additional features you think I should add let me know :)

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4h 17m 50s logged

#TESTERS NEEDED
The project is now complete!
Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app.
I want to put the project on Google Play, so I require at least 12 game testers before publishing.
If you want to help with my project, please email me at [email protected]

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At my time during IBM work experience, we were tasked to create a clothing line that represents the interests of Gen Z. Minimal clothing designs are the trend at the moment, so me and my team came up with a playing card theme, with each card having a different personality. This allows people to wear what they feel is best for them.

My role was the social media manager, so I went about creating the digital presence of our brand, including this very website.

Credit to Omari, Elif, Shumyal

  • 1 devlog
  • 1h
  • 1.92x multiplier
  • 2 Stardust
Try project → See source code →
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1h 11m 11s logged

I made this website for a group project where we had to design a clothing line, with our line being inspired by playing cards since we felt it was minimal and appealing to Gen Z, while also not being too flashy.

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1h 32m 10s logged

I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didn’t let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails.

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1h 40m 42s logged

I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use.

Currently I have worked on the simple UI screens, with text input and category selection. There isn’t really anything interesting to show for the app so far. The next step is to integrate the AI.

This project should be fully complete by the end of the day, and I will be releasing it on Google Play.

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4h 26m 53s logged

This is my first devlog for Aperture Online Store, a website I am developing where the fictional items from the Portal universe are sold as if they were real commercial products.

Before starting I already had the majority of the main homepage and top header created. What I aimed to add was a reviews page where you could really see the personality of characters like GLADOS and Wheatley.

I kept Chell’s review blank because… well she can’t talk however it does look a bit empty so if you have any ideas how I could make it better let me know.

I have some big plans for this website’s future, so be sure to send feedback and drop a follow.

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4h 28m 30s logged

For the past couple of days I have been working on implementing different systems that make up the core of the gameplay. Namely, the grid generator and the animations. Now the player has the freedom to move in any direction they wish, with tiles randomly generating in all directions. This is moving the project closer to the exploration game I intend. I still have to add ores, power stations, hazards and puzzles, but this is a step in the right direction.

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1h 7m 31s logged

I have been working on this project for a couple of months so far. This game is basically a survival game where the player is an astronaut who crash lands on the moon and has to repair their spaceship in order to go to other planets. Currently I have implemented a simple grid movement and also some initial tile management. The main thing that I added was a way of keeping the player in view by hiding any objects in front of the camera through the use of raycasts. I still have to work on the actual tile generation and eventual puzzle mechanics to complete the game.

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