Old Pressure

Project history, growth over the years

Creating Pressure has been such a journey in all aspects over the five or so years I’ve been working on it. Story writing, 3D modelling & texturing, technical difficulties, creating Pressure has taught me everything that I know now. While a lot of the early years of Pressure weren’t nearly as put together as it is now, its interesting to look back through my work through the years and see which elements have stuck with the project. Pressure was originally going to be a Five Nights at Freddy’s fan-game set on a submarine where the player must manage the submarine while trying to survive, however I never fully thought out the project aside from some gameplay mechanics I wanted to develop.

The First Generation

The first few version of Pressure are unfortunately lost. I had to wipe my computer a couple years ago and ever since the only remnants of the earliest versions were archives from what I managed to backup and from what I had uploaded to my google drive storage. The good news is that I have quite a lot of archives of the middle years of Pressure since that was around the time I had started getting into the swing of uploading devlogs to GameJolt.

Extremely early model breakdown

All in all the first-generation Pressure was a massive learning experience for me. I started modelling in late 2022 and Pressure became essentially all I worked on. I worked on a couple smaller passion projects to deal with burn-out, but first-gen Pressure really helped me find my love for game design and 3D modelling.

The Second Generation

The second-generation of Pressure is when I really started to get more into game design and start thinking properly about what I wanted from Pressure. I tried focusing on modelling the office properly and learning how to model closed in environments as well as trying to lean in to a certain aesthetic.

The Cleaner model breakdown
Endo-skeleton breakdown

I really enjoyed making Pressure, but I got into a nasty cycle of making something, going back to update it, and getting completely caught doing that until I got burnt out. During year 11 I was going through my Cert III in Screen and Media, and decided to try making a realistic version of the enemies from Pressure just to have some fun.

Motion test

This arm model expanded to a torso and head design, but it quickly grew into something that was going no-where. Early this year, I was struck with motivation to rethink everything surrounding Pressure…

  • Audio & Visuals
  • Storytelling & Environments
  • Guns & Game Mechanics
  • Red Blood Cell Enemy
  • White Blood Cell Enemy
  • Old Pressure