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From Concept to Screen: The Design Process Behind My Geometry Wars-Inspired Game

  • Writer: Patricio Leon
    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 old concept from years ago centered on the basic mobile design
An old concept from years ago centered on the basic mobile design

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.


A first concept turned with AI and extended from the old original concept
A first concept turned with AI and extended from the old original concept

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


Final version of the concept phase, now to the prototype development :)
Final version of the concept phase, now to the prototype development :)

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.

 
 
 

4 Comments


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