Quaternius
creating lowpoly game assets and tutorials
Live and upcoming cash-prize contests are announced here. Studio-backed games enter from Studio, and personal games enter from the game modal on the user page so each submission stays tied to the correct game and, when required, the correct scene.
This tab combines the current About records with a live Creative Commons contributor browser. Clicking a contributor row opens a modal with screenshots and known asset links.
creating lowpoly game assets and tutorials
has been instrumental in testing Gameatude. She loves building levels. She is helping to intergrate the Scratch like coding interface into Gameatude. She has a brilliant future ahead of her.
is a budding developer who loves game mods and has helped test and design Gameatude, Josh is also on the Scratch interface implementation team
Without which none would be possible. Mrdoob wrote threejs, the 3D graphics library that Gameatude, and a million other 3d Projects are built on.
Maker of the Rapier physics engine. This Apache 2 licensed gem is provides the physics for Gameatude
I had no idea how to enable any kind of coding on Gameatude without all of the incredible risks involved until I found Blockly.
This scroll area stays capped at 600px so the contributor list remains usable even when the asset library grows.
Bob Allen
This tab holds the roadmap entries from the About table so the planning view stays separate from the About Us copy.
Get character rigged to actor and animation working
Get character collider wokrking with world objects
Enable the terrain tool to evenly distribute greyscale to the worker image
Enable the terrain tool create a mesh from the worker image
Setup a Scratch style interface in Gameatude. Scratch is MIT so interface should be obvious clone using Scratch libs when possible. Users pre-familiarity will be a win-win all around.
Gameatude is being built as an open creative platform where making games, shaping tools, and sharing assets happen in one connected place.
The goal is not just to ship a game. The goal is to make the process of creating games feel more direct, more collaborative, and less locked behind disconnected pipelines.
That means better creation tools, clearer ownership of assets, stronger attribution, and a site that supports both the work and the people behind it.