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Ghoti Games

@ghotigames.bsky.social
18 followers 22 following 17 posts

Follow along with us as we build our new game Rags to Witches!

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Jet @perpetualpilot.bsky.social · 09/03/2026
10 worked with @heathermarra.bsky.social to edit together our final trailer! it will be revealed at a later time 🤫 (the gamer lights keyboard is not reflective of who I am as a person)
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Jet @perpetualpilot.bsky.social · 09/03/2026
05 we would tweak to get renders of to use the graphic element of the UI? a thought exercise for the future then there's the options menu, @wontonsoup99.bsky.social did the BPing! I think in a future built out version, each options category would have it's own page spread to flip through
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Jet @perpetualpilot.bsky.social · 09/03/2026
04 this is how the pause menu ultimately turned out to look like, it's made fully in illustrator but I wonder how it could be if we made a 3d model that
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Jet @perpetualpilot.bsky.social · 09/03/2026
03 Our illustrator/concept artist May finalized our game's splash art! so I got implement that on our menu and it looks sooo good
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Jet @perpetualpilot.bsky.social · 09/03/2026
02 so did some redesigning of them to make them a harmonious style across the board rather than a bunch of different colors
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Heather @heathermarra.bsky.social · 09/03/2026
"Rags to Witches" Dev Logs: Sprint 04 **follow our studio! @ghotigames.bsky.social #gamedev #indiedev Poster by @perpetualpilot.bsky.social
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Dylan Parker @thatgamedevdylan.bsky.social · 09/03/2026
Sprint 4 - 1/8 Another 2 weeks, another sprint complete. As promised in the last update, short but sweet, there's now a full, working loop. Big thanks to @heathermarra.bsky.social and @sonyasambhu.bsky.social for finalizing the environments I'll be showcasing in here. #gamedev #indiedev #R2W
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Sonya @sonyasambhu.bsky.social · 24/02/2026
I wanted to make sure the players has enough room to move around, as well as making sure it reads as an airport security checkpoint even though we are using stylized assets. Here are some of the iterations for the airport! #MadeinUnreal #IndieGame #IndieDev #GameDev
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Jet @perpetualpilot.bsky.social · 24/02/2026
07/10 also re: glass bottles & liquid shaders prof Kane also swooped in to help us fix those, so everyone clap for prof Kane pt 2 through watching him I also found out you can just clamp a models vertices via a BP to create varying liquid "heights" which is really cool
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Jet @perpetualpilot.bsky.social · 24/02/2026
06/10 our programmer @thatgamedevdylan.bsky.social had placeholder menus BPs already setup so i went in to start placing the graphics and also tinker with button interactivity/functionality, but WIP also stole the book model made by @heathermarra.bsky.social and vectorized it for the menu design
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Jet @perpetualpilot.bsky.social · 24/02/2026
04/10 the models included (continued): - animal parts (additional to come) - mushrooms - gems (additional to come)
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Jet @perpetualpilot.bsky.social · 24/02/2026
01/10 sooo addressing elephant (mandrake?) in the room, you may notice that our art style looks very different from the previous dev logs... well, yes! new art direction courtesy of prof Kane, everyone say thank you prof Kane
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Heather @heathermarra.bsky.social · 10/02/2026
Bonus post for UVs, everyone's favorite!
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Heather @heathermarra.bsky.social · 10/02/2026
Since this was my first time ever developing an art direction that I needed other people to follow, I thought it would be helpful to make an in depth breakdown of how I got my textures for the other artists on my team. I had to start this process however with lots and lots of iterations.
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Dylan Parker @thatgamedevdylan.bsky.social · 11/02/2026
Sprint 2 - 5/6 While our actual sellable potions have yet to be implemented (as much as our ingredient bottles may look potion-y), I still started work on our shelving system as well. The shelf blueprint is modularly scalable in-editor and spawns nodes on each shelf that hold our items.
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Dylan Parker @thatgamedevdylan.bsky.social · 11/02/2026
Sprint 2 - 4/6 And the "Out with the old, in with the new" mentality didn't stop at newly programmed features, next I re-visited the ingredients system itself. No more floating 3D text, placeholder blocks, or blandness. The new ingredient BP is modular, outlines, and connects to your HUD.
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Dylan Parker @thatgamedevdylan.bsky.social · 11/02/2026
Sprint 2 - 3/6 Still, we're here to dig through people's magical luggage and sniff out some good steals. Next I rigged up a system where interacting with a connected crystal ball brings you to a 3D viewer of the bin inside the luggage scanner where you can click on whatever you'd like to take!
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Dylan Parker @thatgamedevdylan.bsky.social · 11/02/2026
Sprint 2 - 1/6 Global Game Jam and all, the grind never stops. These past two weeks entailed another sprint and now another update thread. Though with less documentation in the way this time, I got to experiment with mechanics much more! #gamedev #indiedev #R2W
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Jet @perpetualpilot.bsky.social · 10/02/2026
09/12 our beautiful corner setup has been a group effort with everyone touching the lights/post-processing/set dressing at various points
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Jet @perpetualpilot.bsky.social · 10/02/2026
08/12 making sure the jars/potion bottles were properly setup took a lot of time to do right, as there needed to be 3 different material slots had to be carried through from blender to substance to UE5 the glass material was further tweaked in UE5 for fresneling
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Jet @perpetualpilot.bsky.social · 10/02/2026
07/12 I also modeled + texturing various jars/potion bottles but went a bit overboard future-proofing by creating versions where the jar glass/topper/liquid meshes & textures are combined and then also separated in case we want to have just the jar meshes to house non-liquid stuff
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Jet @perpetualpilot.bsky.social · 10/02/2026
06/12 we started putting together a little scene for a beautiful corner but as you can see, the lighting/coloring still looks muddy and off so we are messing with the tone mapping/lighting to try to get that more flat style
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Jet @perpetualpilot.bsky.social · 10/02/2026
05/12 additional texturing updates from last dev logs models we are really trying to make our game look like how the substance texturing looks when it's just the base color layer, but it's been an ongoing process of figuring out the UE5 settings for that
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Jet @perpetualpilot.bsky.social · 10/02/2026
04/12 after some practice sessions, we settled on the general flats style with some AO and lighting/gradient overlays as the main texturing direction, though we are still fine tuning this the tub from last sprint as an example (with some model tweaks)
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Heather @heathermarra.bsky.social · 30/01/2026
At the same time, we were also brainstorming ideas for the studio branding and logo. I created the first little concept of our logo that Jet (@perpetualpilot.bsky.social) would perfect and turn into our current logo!
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Jet @perpetualpilot.bsky.social · 29/01/2026
10/14 baggage tub! you know, the thing you put your stuff into when you have to maybe remove your shoes and laptop at the whimsy of whichever agent is on duty it is this shape because i got inspired by some medieval bathing tubs
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Jet @perpetualpilot.bsky.social · 29/01/2026
09/14 baggage scanner pumpkin! there will either be some sort vfx or cloth situation for either opening for the baggage tub (see below) to pass through and be scanned no "conveyer" atm because was planning on creating a tiling pattern then applying to a plane within engine once this is assembled
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Jet @perpetualpilot.bsky.social · 29/01/2026
08/14 modular assets for the baggage scanner part, intended so we can build out either side of the pumpkin (see below) depending on the size of our final environment area
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Jet @perpetualpilot.bsky.social · 29/01/2026
07/14 body scanner! planning on texturing the base dais with runes/glyphs and then have some sort of a flame vfx within the lantern, so they would light up or glow depending on if someone passes/fails the body scanning
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Jet @perpetualpilot.bsky.social · 29/01/2026
06/14 jk here's a nicer shot of the final assets i made, just screenshotted from the viewport i'm kinda bad at sticking to the concept art if I did the original concepting so some big changes happened between the sketch and the final model but this is the imagined layout within the game
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Jet @perpetualpilot.bsky.social · 29/01/2026
05/14 started modeling with blender, but unfortunately I am very bad at documenting my process so here is the blender file with everything I did/iterated at once (one day I will have one of those fancy timelapses)
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Ghoti Games @ghotigames.bsky.social · 29/01/2026
Some more character color combos for you all! Which one is your favorite?? Made by May! #IndieGame #GameDev #IndieDev #MadeWithUnreal
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Sonya @sonyasambhu.bsky.social · 29/01/2026
Wanted to share how I created this stained glass material in Substance Designer! #GameDev #IndieGame #MadeWithUnreal #IndieDev
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Sonya @sonyasambhu.bsky.social · 29/01/2026
Wanted to share some close ups of the modular assets I've created so far for Rags to Witches! I am still working on texturing everything and figuring out how to create simple looking hand painted textures that look good with our poly aesthetic. #GameDev #IndieGame #MadeWithUnreal #IndieDev
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Sonya @sonyasambhu.bsky.social · 29/01/2026
Wanted to post an updated timelapse of playing around with some new textures in Unreal! #GameDev #IndieGame #MadeWithUnreal #IndieDev
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Ghoti Games @ghotigames.bsky.social · 29/01/2026
Wanted to shoutout @heathermarra.bsky.social for making some great modular assets for Rags to Witches! #IndieDev #IndieGame #GameDev #MadeWithUnreal
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Ghoti Games @ghotigames.bsky.social · 29/01/2026
Hi! We are Ghoti Games! A team of students from SCAD developing a new game called Rags to Witches!! Follow along as we bring it to life. #IndieGame #GameDev #IndieDev #MadeWithUnreal
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Dylan Parker @thatgamedevdylan.bsky.social · 29/01/2026
Sprint 1 Thread: Every game project starts with the documentation, but if I showed it to you, that would spoil everything we have planned! I'm glad to have written it up early with @perpetualpilot.bsky.social and @sonyasambhu.bsky.social, but for now I'm just going to drip-feed what we have so far.
Classified written in red over screenshot of game documentation
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Ghoti Games @ghotigames.bsky.social · 29/01/2026
Some more NPC characters made by the lovely Ben!! #IndieGame #GameDev #IndieDev #MadeWithUnreal
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Ghoti Games @ghotigames.bsky.social · 28/01/2026
Character antagonist WIP Made by Ben! #IndieGame #GameDev #IndieDev #MadeWithUnreal
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Ghoti Games @ghotigames.bsky.social · 28/01/2026
Meet Runa! 3D Main Character WIP made by Ben! #IndieGame #GameDev #IndieDev #MadeWithUnreal
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Ghoti Games @ghotigames.bsky.social · 20/01/2026
We love the new splash screen made by Jet!! #GameDev #IndieGame #UnrealEngine #GameArt
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Ghoti Games @ghotigames.bsky.social · 20/01/2026
Environmental WIP in Maya! Made by Sonya! #IndieGame #GameDev #Maya #WIP
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Ghoti Games @ghotigames.bsky.social · 16/01/2026
You’re a Witch TSA. You confiscate magical contraband. You definitely shouldn’t sell it on the black market... Artwork done by our lovely concept artist, May! #IndieGame #GameDev #UnrealEngine #WIP
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