• Germ Crazy Introduction/History Video

    In Germ Crazy the player enters the human body to battle a variety of pathogens using the immune system’s agents and various medical technologies. https://youtu.be/8t9n4qZJliQ    The game is a challenging, unique and sophisticated syfy real time warfare game. https://bit.ly/3cllkyR 

  • Dean (Prilladog) Joins the Team

    Dean Carter, Project Lead for Fallout London Joins the Team, bringing his creativity, skills and industry contacts to the project. The team is now complete with, design, development, graphics, sound, expertise, accountancy and now a top project manager! Team Bios Here

  • UI Prototyping

    A significantly improved in context UI has been designed that is consistent throughout the game, specific to what the user can do with agents, body parts and armies and expandable to add new features and agents as the tutorials and in game tech progress and when DLCs and feature packs are added.

  • Game Design progresses as a range of concept art is created

    A range of Concept art has been created to guide Concept art has been designed as guidelines for the 3D Artist,to inspire the game direction and design. It also assists inbroadening the world environment and inpiring future DLCs. New AGENTS, new ARMIES, and new BATTLEGROUNDS, expansions and customizations have been all added to the design.

  • The Internal Body menu has also been upgraded

    The new internal menu will extend the initial 24 arenas and as well as being 3d graphical with zoom and rotate will allow better strategic control and access to the bodies networks, blood, nerves and lymph system.

  • Next step was the 3D walk around hospital Menu

    In the original game bedside care was focused on one main screen with various subparts in the New Strain an entire hospital of options and facilities will be available for the player including new options like RESEARCH, TECHNOLOGY and SPECIAL CARE.

  • Starting The Prototype

    We started at the bottom level of the UI interface – the cellular arenas. Initial assets were created by Jordan and Ian. The original square cells were changed to hexagons to provide more realistic movement and possibilities. Joe assembled them into the first level. We decided to go Three Dimensional to provide more arena design…

  • Getting to Grips with the Unreal Engine

    November was spent on knowledge transfer and experimentation, training hard and exploring the full capability of unreal engine.

  • Enter The Experts

    Joanna Sendecka, Geneticist and Biologist with immunological expertise joins (and she likes playing games too) Becki Smith, Cost controller and Financial Administrator Joins to watch the pennies while playing the game.

  • The Team Expands

    We are joined by Jordan ‘Sunny Delight’ Albon, 3D/General Graphic Artist and Joe ‘Wolfy’ Wills , Game Mechanics, Asset’s and Level Designer.