manta 2010 and other stories


Early mockup (not in-game) showing relative scales.



Manta in-game screenshot from about two months ago. Yeah, we’ve come a long way.



Alien Submarine test render. I love this model.



Early render of the (as yet unreleased) Alien Ruins level of (as yet unapproved) MANTA.


[Flash 10 is required to watch video]

This video shows the original MANTA (which won special recognition in three categories in the Unity Awards for 2008). It’s amazing how clunky the MANTA looks compared to the new design (which, not coincidentally, uses far fewer polygons).

Two of the major changes in manta 2010 are that the player now has a “afterburners” and a “quick turn” maneuver.

Music by Levan Iordanishvili.




MANTA uses a few animated particle effects. Most of these were created using Apple’s Motion (which outputs video files) and then processed into single textures using a utility called Particle Accelerator I wrote specifically for that purpose. (It’s available here.)



Here’s a MANTA-themed desktop picture for your viewing pleasure. Note that it’s using the old typographic treatment of “MANTA”. I ended up not using it because of the strokes which bugged me. If I had my druthers I would have redone the logo using a black version of Eurostile, but I didn’t want to spend money on typefaces when we’d already put a ton of time and money into the project. (Ah the joys of indie development.)

In case you’re wondering, the backdrop was generated from a bunch of particle effects in Apple’s Motion (which is rapidly becoming one of my favorite programs to play with). The Manta was rendered in Cheetah 3d (of course).



For good performance on the iPhone you need to keep things as simple as possible, and one way of doing this is to bake lighting into your geometry.



At some point I rendered this collection of vehicle models from MANTA. (Some scale changes occurred after this.) I had to remodel pretty much every vehicle from the original game to cut poly counts for the iPhone — but most of the low poly models looked better than the originals. As is so often the case, constraints make us better.


ForeSight 2004

Every once-in-a-while I still get questions about ForeSight. Yes, I had (have?) a contract with Shrapnel Games to publish it, and it’s essentially ready-to-go, but the difficulty we had recruiting willing beta-testers shows that the market for really serious paper RPGs has dried up. (I’m guessing the few of us left are using GURPS or somesuch.)

Anyhow, if you want the rules, they’re here.


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