Hi guys, I’m Paulo Ítalo, Art Director of Heavy Metal Machines, and I will talk about the creation of the Halloween items for the 2019 Metallophobia event. To start the creative work, we inspired ourselves in monsters of horror movies, who are really present in the Halloween period, and the community suggestions. We had an […]
Category: Dev Blog
DEV BLOG #16 – Why and How we Developed a New Training Mode
Hi everybody, I’m João “Ousado”, Game Designer of Heavy Metal Machines and a few weeks ago we released the new Training Mode into the game, which brought a new way for beginner players to practice their skills in matches against bots and with specific modifiers to facilitate their learning and understanding of the game, without […]
The Development of the Ranked Mode
Hello, Metal Gladiators! I’m Bruno Freitas, Game Designer at Hoplon. I am one of those responsible for the development of the Ranked Mode, the feature we recently launched at HMM! The Ranked Mode consists of a match search queue separated from the casual one. This mode has its own ranking and scoring system, aiming to […]
Dev Blog #14: Vulture, the challenges of his development.
Hey, Metal Gladiators! This is João Ousado, and I’m the Game Designer and Product Owner for the development of Vulture. Vulture is our newest Interceptor, which is bringing lots of new features to the arenas with his mechanics. He is different than anything we have ever seen so far in Heavy Metal Machines. Because […]
Dev Blog #13: Interview with Eros, the Head of Studio at Hoplon
Hi everybody! For this Dev Blog I sat down to chat with Eros, Hoplon’s Head of Studio, and he told us about all the challenges, responsibilities and joys of taking charge of Heavy Metal Machines’ development. Check it out: What is it like to be the Head of a game development studio? Being Head […]
Dev Blog #12 – The Process of the Metal Pass Missions Update
What’s up, Metal Gladiators? My name is Lucas Pitcher, and I’m a Game Designer here at Hoplon. Today I wanted to tell you a little bit about how we are improving Metal Pass missions. Let’s go! In Heavy Metal Machines, the missions are the main path to progress and earn rewards. In these […]
Dev Blog #11 – The Backstage of the Visual Hierarchy Update
Hello, Metal Gladiators! How is it going? Here is Felipe Martini and I am a 2D Artist at Hoplon. My objective in the Art Department is to develop visual solutions, improving the understanding and the interest of our players. As you know, Heavy Metal Machines is a top-down game of insane cars full of […]
Programming the Metal League’s Interface.
Who’s writing to you here is Will, Gameplay Programmer focused on UX/UI (a.k.a Front-End). My objective is to give life to the creation/vision of UX/UI artists, and with the Metal League it wasn’t different. The experience with the Metal Pass was very significant to keep the separate screen model in scenes. Previously, each new screen […]
Dev Blog #9 – Creating an intuitive User Interface
Hi, Metal Gladiators! How are you all doing? I hope you’re good 🙂 This is Camii Bathory, UI/UX Lead Artist, and I am here to tell you what’s behind the User Interface of Heavy Metal Machines. The game has had many changes throughout the development process and it had a direct impact on the […]
Dev Blog #8 – How we brought Stargazer from Space
Howdy, Metal Gladiators! Have you missed me? I am back. Today I will share with you the story behind the creation of one of the most challenging characters we ever made: Stargazer. You wanted to know about her, I wanted to tell you, so now sit tight and enjoy the flight! This time, the […]