Mowing Mayhem, 2 Weeks In | Targeted Game Design

This week’s devblog is a quick update on our latest game project, Mowing Mayhem. Our chosen art style has really led to a quick turn around in asset creation. We've made a tonne of progress in week two, adding environment assets, a character, a skybox, and more to our build. Our progress a week ago looked something like this (I do believe we had grass cutting implemented as well though).




Since then, I’ve been building the first character in our playable roster, Woodrow “Chip” Walker. Woodrow is inspired by the classic kiwi farmer, Fred Dag, complete with floppy bucket hat, black singlet, and gumboots. We’re hoping that having a character like Woody will really help cement the game in NZ, and the green recycling bins are the finishing touch.


I really enjoyed creating a lo-fi 90’s arcade character. The most difficult task for me was definitely the texturing. My strengths lie in 3D modeling and animation, so getting into Photoshop and painting the textures by hand was a great challenge. His face definitely needs some work, but once you see him in-game at low resolution, he looks pretty good.

While I've been doing character stuff, Finn Dante, Lawrence, and Josh have been doing everything else. We've got a custom skybox, suburban environment assets, grass particles, drift mechanics, and tweaked driving controls to name a few. These guys have killed it this week. Here's a little taste of our weekly presentation from the end of week 2.

 Week 2's build. 

This week, I’ll be applying the finishing touches to Woody; that means polishing textures and creating his animations for driving, crashing, and idling in the character select screen. Next, I’ll be moving onto building Woodrow’s trusty tractor and starting to model the other characters in the roster: the town policeman, Bill Baker, and local delinquent, Deedee Bayou.