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NIB & NÖB
FLUID WORLD.
WATERTIGHT COMBAT.
PLATFORM: PC
ENGINE: UNITY
 
DATE: DECEMBER 2016
DURATION: 2 WEEKS
TEAM: 3*
ROLE: TECH. GAME DESIGNER
*P.Y. BOULERICE, AARON SUTTON
FLOW LIKE FLUID
STRIKE LIKE GRAVITY.

OVERVIEW:

Inspired by the mysterious deep sea, NIB & NÖB is a competitive 2-player brawler with fluid physics and combat.

 

Gameplay is focused on knocking your opponent out of the underwater-falls and into the sea-monsters' mouths.

My roles included game design and programming, with emphasis on physics-system interactions and fluid simulation.

SATISFACTION IS THE SEAL OF APPROVAL.

1. DESIGN CHALLENGE: SHOWCASING TECHNOLOGY

NIB & NÖB was designed to showcase home-brew physics, but I wanted to make a game which embodied each system. As such, I combined the three physics concepts we were exploring: orbital gravitation (monsters), fluid friction (waterfalls, air), and spring dynamics (fluid water). Thus, each home-brew was showcased and integral to play.

 

2. TECHNICAL CHALLENGE: FLUID SIMULATION

Fluid Simulation was NIB & NÖB's showcase of spring dynamics, but I was unsure of how it would be implemented. I did some research on similar existing systems, and derived from them my own. This system can be seen in the STAGE 02 images below, with it's successors using my own extended theories being leveraged in STAGE 03 and STAGE 04.

NIB & NÖB​ DEVELOPMENT FROM CONCEPT-PROTOTYPE-PRODUCT
2. PROGRESSION

PROGRESSION:

STAGE 01: CONCEPTUALIZATION.
STAGE 02.
PROTOTYPING. WEEK 1.
STAGE 03.
RESEARCH & ITERATION.
STAGE 03.
RESEARCH & ITERATION.

Visualization of layout, planning fluid scripts.

Geometric shapes become style;

research, implement fluid system.

Dissatisfied with the fluid system (FS),

I did further research and created FS2.

Reworked the fluid system. Created FS3.

Always designed with care

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Sean Braithwaite 2025

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