Mad Machines
Overview
Runt provided comprehensive technical art for Mad Machines, a competitive multiplayer arena combat game from Danish studio Hero Blocks ApS. The 2.5-year engagement covered the game's full production cycle from early prototyping through Steam launch, ultimately delivering a physics-based robot gladiator brawler supporting arena combat, Rocket League-inspired ball mode, rugby, and pong-style brick breaker modes.
The project demanded extensive custom shader development for characters, environments, and props, alongside event-driven visual effects systems synchronized with gameplay mechanics across these varied competitive modes. Working as sole rendering artist on the contracted team, Runt delivered the complete visual technical foundation while supporting the client's evolving creative vision through multiple design iterations.
Rendering & Technical Art
Custom Shader Development
Authored HLSL shaders for characters, environments, and props. Developed dynamic rimlight systems for character silhouettes, power-state variations, and arena elements including scoreboards, energy walls, and field surfaces. The shader library supported the game's blocky aesthetic while maintaining multiplayer performance targets.
Environmental Lighting
Rebuilt lighting for multiple arena environments, optimizing lightmap baking workflows and static object flagging. Adapted to evolving art direction while maintaining visual clarity for fast-paced gameplay.
Event-Driven Combat VFX
Designed visual effects architecture synchronized with gameplay events through close engineering collaboration. Created melee attack trails, impact feedback, weapon-specific visuals, and combo progression indicators with frame-perfect synchronization across networked combat.
Projectile & Weapon Systems
Developed visual systems for diverse weapon types - projectiles, snipers, grenades, RPGs, lasers, flame weapons. Each required unique muzzle flashes, trails, impacts, and environmental interactions including ricochet effects.
Power-Up & State Visualization
Implemented visual systems for power-ups (crown effects, healing pads, battery boosters), defensive mechanics (shields, invincibility), respawn sequences, and death effects.
UI Technical Art Support
Provided art and technical art support for UI engineering, including the Kill Scroll feed, 3D character select with dynamic model preview, and HUD elements.
Results & Impact
Platform Support
- Steam
- Discord Store (First on Discord exclusive launch program)
Performance Metrics
Technical Delivery
Maintained 120+ fps performance targets across PC hardware ranges while supporting networked multiplayer with event-synchronized VFX systems. The technical art and shader work provided visual clarity across four distinct competitive modes - arena combat, ball mode, rugby, and pong - despite their drastically different gameplay requirements.
Production Adaptability
Rapid iteration cycles enabled the client to evaluate creative directions in real-time rather than committing to locked designs upfront. The shader architecture and VFX systems absorbed scope changes and mechanical pivots without requiring fundamental rebuilds, supporting the full breadth of shipped modes at launch.
What We Learned
This project taught us the value of rapid iteration as a service to creative exploration. Many clients need to feel their vision in real-time - adjusting, pivoting, discovering what works through hands-on experimentation rather than upfront planning. Being a technical partner for that exploration requires building systems that can adapt quickly, so the client can evaluate new directions before too much momentum builds in the wrong direction.
The experience shaped how we approach client partnerships. Professional execution means supporting the client's process, not imposing ours. When creative direction shifts, we've learned to respond with flexibility rather than technical resistance. That responsiveness became a foundation for subsequent work, including HEROish.