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Super Hacka Kids

A playground built out of what children build with, like cardboard walls, crayon lines and paint still wet on the ground. A handmade world that looks like it was put together in one afternoon, from the bottom of a school art box, by kids with a very big plan.

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A player in front of the central tree, six standard balloons in the inventory
0 likes 0 views GameplayA colorful water-balloon MOBA for everyone.
A player with the jetpack flying toward the central tree, heavy balloons in the inventory
0 likes 0 views Jetpack over the centreThe temporary jetpack adds a third axis of play.
The red character on a spawn pad with the tree behind
0 likes 0 views On the spawn padA player on the spawn pad, with the tree behind.
The handmade playground: fabric trees, cardboard hills and painted ground
0 likes 0 views Playground environmentCardboard, paint and crayon.
The character aiming near the central tree
0 likes 0 views Aiming at the treeAiming a balloon near the central tree.
Super Hacka Kids gameplay trailer
0 likes 0 views Gameplay trailerOne match, four players per side.
Top-down map with the landmark legend
0 likes 0 views Map OverviewSymmetrical layout with a central objective.
Top-down view of the central tree area
0 likes 0 views Central TreeThe heart of the action.
A red and a blue version of the character in Blender
0 likes 0 views Character conceptsThe red and blue team versions of the shared character.
Kids playing Super Hacka Kids on the event PCs
0 likes 0 views Kids playing at the eventKids playing Super Hacka Kids on the event PCs.
Top-down view with the central drop zone highlighted
0 likes 0 views Orange Balloon Drop ZonePrimary resource and conflict zone.
Diagram of the map symmetry axes
0 likes 0 views Core Layout & SymmetryStrategic foundation and structural balance.
A smiling child with headphones playing Super Hacka Kids at the event
0 likes 0 views Event: playing and laughing
A child at the computer as a Super Hacka Kids match ends on the victory screen
0 likes 0 views Event: end of a match
Team base with ammo station
0 likes 0 views BasesDefense, recovery and win condition.
Painted ground paths guiding movement
0 likes 0 views Ground Flow and PathVisual guidance, tactics and directions.
Players on the respawn pads at the team base
0 likes 0 views Respawn at the baseSoaked players go home to dry, then step back into the round.
Elevated plateaus overlooking the map
0 likes 0 views Sentinel PlateausVertical influence and vision control.
A player holding an orange heavy balloon, the inventory showing two heavy balloons
0 likes 0 views Carrying a heavy balloonA heavy balloon in hand; the inventory shows what is left.
Tunnel entrances connecting lanes
0 likes 0 views Tunnel NetworkRotation and ambush paths.
Large rock formation at midfield
0 likes 0 views Giant RockMidfield pressure and high-ground control.
The team selection screen with two teams of characters
0 likes 0 views Team selectionChoosing a team and the map size before the match.
Healing trees on the side mountains
0 likes 0 views Healing Tree MountainsSustain side objectives.
Top-down view of the full mirrored map
0 likes 0 views The full mapThe whole playground, top-down.
The victory screen with a trophy and the character
0 likes 0 views Victory screenThe end of a match, with the trophy.
Cardboard walls in the mid lane
0 likes 0 views Central WallsTactical cover and crossfire creation.
Seven stages of the map, from first concept to final layout and landmarks
0 likes 0 views Map evolutionFrom the first concept to the final layout, in seven steps.
Top-down map with every painted ground route highlighted
0 likes 0 views Ground routesEvery painted route on the map, lateral ones included.
Four HUD stages, from the first wireframe to the shipped inventory
0 likes 0 views HUD and inventory: draft to finalCapacity is the whole decision.
The character beside a pink blockout of the base, the sketch in the corner
0 likes 0 views Greybox blockoutThe first blockout, the character checked against the base.
The central tree from the old model to the final side and top views
0 likes 0 views Central tree: developmentOld model, texturing, scale check and the final tree.
The team base from first sketch to final visual, with spawn and scale checks
0 likes 0 views Team base: developmentSketch, spawn idea, wireframe, scale check and final visual.
Aim concepts, a discarded iteration, visual scale and the final aim with the three balloons
0 likes 0 views Aim and balloons: developmentAim ideas, a discarded test, scale, and the final aim for each balloon.
A sheet of pencil sketches of the map, the base and the win conditions
0 likes 0 views First sketchThe first sketches of the map, the base and the two win conditions.
A pencil sketch of the spawn place, the tree, a ramp and a lookout
0 likes 0 views Base: first conceptThe spawn place, the tree and the ramp, drawn before any model.
Two characters near the tree in an early build, an orange balloon above them
0 likes 0 views First playable draftThe first build in Unity, with two players and the orange balloon.
A pencil sketch of the round map with the bases circled
0 likes 0 views Map sketchThe map drawn from above: the center, the bases and the routes.
The playground map seen from above in Blender, with the first sketch beside it
0 likes 0 views Landmarks from aboveThe map in Blender, checked against the first sketch in the corner.
A wireframe HUD with a score bar, a character and three balloons
0 likes 0 views HUD ideaThe first HUD idea, with the score bar and the balloons held.
A pencil sketch of the map with green arrows marking the routes
0 likes 0 views Routes explainedArrows over the sketch showing how players move between the bases.
The textured map from above in the Unity editor
0 likes 0 views The map in UnityThe textured map in the editor, with the sketch kept in view.
The red round character with a propeller cap, on black
0 likes 0 views Character modelThe shared character, modeled for every player.
An early oval map model seen from the top
0 likes 0 views Early map, top viewThe first map model, with the bases at both ends.
An early map model with red outlines over it
0 likes 0 views Landmark adjustmentsRed marks over the early map, where landmarks had to move.
A pink and grey blockout of the map with the character
0 likes 0 views Map blockoutThe map as a blockout, with the character for scale.
A top view of the map with the two bases and the center
0 likes 0 views Symmetry fixFixing the direction of the map so both sides mirror.
The character with a blue and an orange balloon in Blender
0 likes 0 views Character and balloonsThe character with the balloon models.
An earlier map model in Blender, with the sketch beside it
0 likes 0 views The old mapAn earlier version of the map, before the final layout.
A top view of the map with the center and two red walls
0 likes 0 views Landmark process, top viewPlacing the central objective and the walls from above.
The central tree model in Blender
0 likes 0 views Tree modelThe central tree, modeled and colored.
The team base on the textured map in the Unity editor
0 likes 0 views The base in UnityThe base placed on the textured map.
A green tree on cardboard terrain in Blender
0 likes 0 views Healing tree modelThe healing tree on the cardboard terrain.
The character holding a balloon on a red test floor, the balloon circled
0 likes 0 views Balloon size testTesting how big a held balloon reads on screen.
A grey model of the base on a rock
0 likes 0 views Early base modelThe base as a grey model on its rock.
The map ground being painted in the Unity editor
0 likes 0 views Ground texturesPainting the ground with the texture layers.
A cardboard photo beside the textured model
0 likes 0 views Cardboard texturingA real cardboard reference for the terrain texture.
A tree model above a green line sketch of its shape
0 likes 0 views Tree directionsThe tree shape, directed in a quick sketch.
A grey map model with orange alignment guides
0 likes 0 views Centering the mapAligning the center and both bases on one axis.
The character at the base with red outlines over the walls
0 likes 0 views Cover at the baseRed marks over the base, where the walls give cover.
Two test views of the character holding a balloon, circled for scale
0 likes 0 views Balloon size referenceTwo camera views used to pick the balloon size.
A grey blockout of the base with the tree and small characters
0 likes 0 views Base scaleThe base checked against the size of the players.
A grey mannequin with a red line showing the throw
0 likes 0 views Throw studyStudying the throwing motion on a mannequin.
The character on green terrain in Blender
0 likes 0 views First time on the mapThe character placed on the terrain for the first time.
A pencil sketch with a green height mark
0 likes 0 views Height scaleMarking the height between the spawn and the base.
A pencil sketch with green height marks
0 likes 0 views Height scale, levelsMarking the heights of each level of the map.
The healing tree and a spawn pad beside the blue character
0 likes 0 views Texture scaleThe tree and the spawn checked against the character.
The tree beside the blue character in Blender
0 likes 0 views Texture scale, the treeThe tree texture checked at play size.
A line drawing of two spawn pads
0 likes 0 views Spawn conceptA sketch of the two spawn pads.
Pencil sketches of the win conditions, map layout, base and spawn
0 likes 0 views Early sketchesBefore anything was playable.
The character model flying with the jetpack
0 likes 0 views Flying poseThe character model in its jetpack pose.
A green line sketch of the base, a tree and a spawn point
0 likes 0 views Base position sketchA quick sketch placing the base, the tree and the spawn on one line.
The character with a large balloon circled above it
0 likes 0 views Big balloon testTesting a larger balloon above the character.
The character beside orange terrain in Blender
0 likes 0 views Early scale checkThe character next to the first terrain, checking proportions.
The character small beside the tree in Blender
0 likes 0 views Scale against the treeThe character beside the tree, checking height.
0 likes 0 views Role icon: Feeder
0 likes 0 views Role icon: Sentinel
0 likes 0 views Role icon: Carrier
0 likes 0 views Role icon: Fighter
0 likes 0 views Role icon: Breacher
0 likes 0 views Role icon: Jetpack

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