From Concept to Screen: The Design Process Behind My Geometry Wars-Inspired Game
- Patricio Leon
- Jul 16
- 2 min read
Hi everyone, I’m Patricio from Weveana, an independent game developer from Ecuador. In this post, I want to share the full design journey of my new game: a top-down arcade shooter inspired by Geometry Wars, built specifically for web platforms like Poki, Crazy Games, and FRVR.
The Origin of the Idea
The project started with a clear goal — bring the fast-paced, neon-filled excitement of Geometry Wars to the browser. I wanted a game that was addictive, visually striking, and perfect for short play sessions on web platforms.

An Iterative Design Process
This game has been all about iteration and testing. We didn’t get it right on the first try. The process looked like this:
Started with basic concepts for the player ship and enemies.
Tested multiple visual directions (more cartoonish vs more premium neon).
Added depth with nebula backgrounds, foreground asteroids, and particle effects.
Constantly refined glows, shapes, colors, and overall balance based on how everything felt on screen.

Every change was reviewed, compared, and improved until we reached the current look.
Key Technical Decisions
Landscape orientation (1280x720) for the best web experience.
A neon geometric aesthetic that balances clean cartoon vibes with premium polish.
For physics, I’ll be exploring Box2D with Phaser to achieve precise collisions with irregular shapes.
Current State of the Design
After many rounds of iteration, the game now has a strong visual identity. Here’s the latest mockup:
(Insert your latest mockup images here)
What we have so far:
Main ship with personality and strong neon effects
Collectibles and enemy designs
Atmospheric background with parallax depth
Basic UI and particle systems

Next Steps
Now that the visual design is nearly finalized, I’ll move into the early development phase: implementing core mechanics with Phaser + Box2D, polishing explosions and effects, and starting proper gameplay testing.




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