I used to make flash games under the name Undefined. Now I make HTML5 games under the name Pupskey Productions. I'm fairly predictable.

UK
Joined October 2009
The latest game is available now, Live Round, my first multiplayer game: mad.pupskyproductions.com/ 8 player arena with multiple game modes where elimination just means you get to sabotage the players still alive.
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New name, same arena game, just with more game modes. All inspired by arcade classics. 8 player area Pong, missile command, breakout, space invaders and asteroids, all in one free to play game. Coming very soon! youtube.com/watch?v=imm3Q_CE…
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A little something I've been working on lately. I finally made something multiplayer, it's always been something I wanted to try my hand at. Getting close to release now. youtube.com/watch?v=M-KTBB_j…
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Salvage Corps the webgame has simple vectors as ships, that won't cut it for a premium game so each faction has hand authored ships. It's taking a while but I need each faction personality to be obvious from every ship. The webgame can be played free here: crazygames.com/game/salvage-…
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And here's another, today Salvage Corps goes live on CrazyGames, it's the first time I've tried my hand at making an action game and I'm really happy with the result. I love it so much I'm working on a drastically enhanced premium version. crazygames.com/game/salvage-…
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The first of my game releases since ancient times is now available at @PlaygamaCom : playgama.com/game/cosmic-con… I learnt a lot about producing games for the current webgame audience with this one, lessons I'll be taking into the next releases for sure.
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Another episode of web vs premium, I've been learning about global illumination, normal mapping, mesh shaders, and all sorts of ways of making full use of a graphical overhead that I actively avoided for games that can be played on a mobile. Fun!
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Another example of designing a complicated UI to handle web visibility and wild players who need all the information asap vs being able to rely on a player being invested and appreciating some complexity. (The outfit screen has a real-time simulation to compare builds on both)
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Expanding a web game into a premium game is a lot of fun, web game UI reminds me of drawing with crayons, no matter how good you make it look it's still a crayon picture. I've fallen in love with this idea enough to want to keep going to a Steam release.
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Full Salvage Corps company outing scheduled. Chaos ensued. Complaint form shortage.
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Another Salvage Corps Field Demonstration video for your enjoyment. youtube.com/watch?v=OhTBH6K3…
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I think it's developed enough to show off a little, still very alpha gameplay there's a lot of balance work ahead: youtube.com/watch?v=C6teoH1B…
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Couple ore action shots, UI is still a bit placeholdery - This is the first time I've ever made a real-time action game, I'm enjoying it! I've got a really positive feeling about this one.
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No-one at the company likes Warden Pike.
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I really enjoy being able to see a live preview of what my loadout will look like in action - It remains to be seen how well the idea of extract or lose everything will land in a web game.
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Work continues, I promise one day I'll release these games! Making them is the fun part, figuring out the road to release really sucks in 2026.
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I like making games. I'm waiting for Cosmic Convoy and Idle Arcade to gather some test data, so what better to do while waiting than to start on something else!
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I may have gone too retro with the retro theme, I've added the choice retro-cool or classic-cool!
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Which self playing classic games would you hope to see in a retro arcade?
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I decided to build something as an experiment while dealing with Cosmic Convoy release organization, I've actually been enjoying it so much I think I prefer it!
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