GamesA voxel hero-shooter prototype combining champion abilities, destructible cover, and a castle arena.
EverClash
In developmentAn original browser platform fighter built around expressive champions, elemental combat, and local play.
Self-initiated game
Project title art / development materialThe project
Created a browser fighter with a champion roster, weapon-driven moves, training tools, and local match modes.
Our contribution
Context
Self-initiated game
In development / 2026Inside the world
EverClash connects each champion to an element, a weapon, and a recognizable set of moves. That choice shapes the silhouette, effects, attack rhythm, and ultimate ability.
The wider system includes shields, dodges, throws, ledge play, and a changing camera. Each needs to communicate quickly enough for a player to act.
Development capture: a skeletal-animation match against a bot.
Inside the world
The animation work moves between character artwork and the demands of a playable fighter. Idle, run, attack, and impact states have to remain readable at the size and speed of an actual match.
The selected development capture puts skeletal animation into a bot match, where movement, hit reactions, and attack timing can be seen working together.
Inside the world
Training tools expose hitboxes and frame information, allow resets, and let the player freeze a practice opponent. The same underlying combat system supports local two-player matches and bot modes.
Those tools make the small decisions visible: when an attack connects, how far it reaches, and how a player can respond. The practice environment becomes part of designing the combat itself.
Project notes & credits
Game direction: Everest Egenhofer.
AI-assisted character, animation, and engineering development.
Title artwork and footage from a development build. The footage shows bot gameplay.