Our portfolio is divided up into multiple sections. Each section showcases various aspects of the comprehensive set of game development services offered by the RetroEpic team.

More information about our services can be found in the About section of our site or alternatively please feel free to Contact us with any questions or comments.

Scaley skin study

September 12th, 2014
Scaley skin study

Scaley skin study

Scaley skin study

Scaley skin study

Vehicle Renders

June 26th, 2013

Some renders of a Mercedes Benz, modeled, textured and rendered out by Hunny, one of our talented artists.

FrontView_Final RightSideView_Final

RGBA – Ludum Dare Submission 2013

April 29th, 2013

You control a character named Brushie, with the aim of killing monsters with your paint Gattling-gun. The catch is you can only be effective in shooting enemies of a different colour to that of your ammo. Your objective is to kill one of each colour of enemy on each platform, turning the platform’s totum to RGB (Red, Green, Blue).










This is a platform shooter set in a minimalist environment, created in under 72 hours by a team of 6.

We ranked #52 overall, and #31 for graphics out of 2346 contestants… plus it was super fun to make :D

You can have a go at it, just follow the link: Play RGBA now.

Mercedes A-class AR promotion

February 15th, 2013

Here is an Augmented Reality app we made for our clients at Sea Monster. Watch the video below for a better explanation on what it’s all about.

Reindeer Games

November 27th, 2012

This was a very cool project utilizing AR, made for Sea Monster, where you needed to walk around Cavendish Square in Cape Town, and search for a baby reindeer, through the eye of your iPad. Check out the video below for a better idea ;)

Sharkie – The Official Sharks Rugby Game

October 10th, 2012


We worked with the awesome talent from Sunrise Productions to make this game for the Sharks rugby team. You can pick it up on  iTunes for iOS & Google Play for Android. Check out the video below featuring some gameplay.


May 17th, 2012

Below are some progress shots of our character making workflow, from initial concept sketch to finished mesh with textures.

Flowing Water

April 22nd, 2012

Flowing water! We created this water simulator based on the Flow paper by Valve Software: http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf


WASD/Arrows: Move around
Mouse: Look around
Left-Mouse: Splat blood into the water


  • Vector based water flow, authored inside the Unity Editor, vector fields can be changed at run time too(at a price).
  • Surface debris that runs on the current.
  • Reflection, refraction and water depth.
  • Flowing water colour, comes in two flavours:
    Constant: continually pump sewage into the water plane, pump clean water into the system from a pipe, water washing through a pile of rubbish can pick up that tasty green hint.
    Dynamic: splat blood on the water surface when that zombie takes a hit, kick up silt as your characters run through shallow water and watch it dissipate.

The Future

  • Rigidbodies float in the water and get caught in the current.
  • Surface splashes
  • Surface foam with density maps

Shuttleworth Foundation Penguin

February 27th, 2012

This cute lil penguin solves maths problems, check out the video ;)

Paint Splatter Surface Effect

December 19th, 2011
click to launch


  • Mouse click / Drag – Paint on surface
  • R – Reset


  • Any renderable object can act as a brush, by default particles are used.
  • Paint effect based on particles, any way a a particle can be moved, the paint will spread.
  • Approximated/Implicit paint physics, paint slides down walls, drips off roofs and pools on floors.
  • Per surface control over paint color, paint fade time, paint resolution, camera dimensions.


  • Flat surfaces only, preferably Unity Planes or similar geometry (see example), Unity planes can be scaled to increase size.
  • One paint colour per surface.


December 15th, 2011

Lately we’ve been invested in work for a client that has required, among other things, models of 19th century Southern-States plantation workers and owners.

So, here we have some of the models in all their glory. This was a fun one for me because I got to try my hand at texturing. Thanks to Hannes for all his patience with me, and as always thanks to Xavier for the great meshes!

Seamonsters and Cannons

December 8th, 2011

Today we bring you more artwork in our Asset Crafting series. We’ve made some Steampunk-inspired cannons for great clients of ours, Sea Monster.

These cannons were used in an iOS Augmented Reality app we built, in which an interactive cannon fires at a seamonster that emerges from a business card. The truly excellent work comes from Master 3D Modeller Xavier, and Master Texture Artist Hannes, with a few concept sketches from myself.

Check out this video of the app in action!

For more info on Seamonster and the cool things they do, check out their website at seamonster.co.za.

Victorian Veggies

October 19th, 2011

New artwork ahoy! I thought I’d share with you some new concept artwork for a new project in the works, running with a theme of victorian-era vegetables. That’s all I’ll say about that for now, because as it is with things in an early production phase, everything’s still up in the air.

With the concept work on these guys done, I handed it off to Xavier and Hannes, who did the 3D modelling and texturing respectively. You can see more of their fantastic work over at the Asset Crafting page.

That’s all for now, but more is to come!


September 18th, 2011

Akdal Ghost Handgun Render

September 13th, 2011

Shield effect test

September 6th, 2011


  • Click to spawn a shield.

Cottages and Trees

August 2nd, 2011

Flex Shapes

July 10th, 2011

Flex shapes! Shape Keys, Morph targets, Blend Shapes… Take your pick! This lab introduces this feature to Unity in a method that is friendly, flexible and fast.


  • Automatic generation of shape differences from meshes with similar vertex counts.
  • Powerful base-line functionality, allows for programmers to choose how flex shapes are animated.
  • Split symmetrical shapes into Left and Right asymmetrical shapes, with definable blend width (eg closeMouth_R, closeMouth_L).
  • Small memory/storage footprint, only the differences between poses are saved.
  • Flex data can be shared between multiple similar meshes.
  • Difference shapes are recalculated at tool-time.
  • Works cooperatively with Skinned meshes.
  • No limit on number of concurrent flex shapes.

The future:

  • Decay: points that move less, move slower.
  • Flex vertex colours: useful for advanced normal map blending in shaders.

Woodcarving Characters

July 7th, 2011

Mech Weapon Effects

June 24th, 2011

We were asked to put together some weapon effects prototype for a Mech based action game. The effects were limited to particle, line and trail renderers. The Mech asset was provided by the client.


  • Aim with the mouse
  • LMB to fire
  • Mouse scroll wheel, or 1-4 to change weapons
  • R to reset level

Cartoon Zombie

June 22nd, 2011


May 9th, 2011

Advanced Ragdolls

April 25th, 2011

This feature will allow slightly more advanced ragdolls than are available in Unity.


  • Fully integrated ragdoll: no switching between ragdoll and non-ragdoll rigs.
  • Recovery from ragdolled pose to preset animation.
  • Ragdoll freeze strength: ragdoll maintains a shape and doesn’t just collapse.

The future:

  • Isolate ragdoll to specific bones/bone chains.
  • Recover through preset recovery animation (stand up animation).
  • Active ragdoll: Play animation while ragdolling.
Download the ActiveRagdoll Unity package here! Disclaimer: This package is supplied as is, if you would like us to develop it further please contact us.


April 25th, 2011

Undisclosed RPG

April 15th, 2011

NB: This project has not yet been made available to the public.

For this project RetroEpic was tasked to create a demo of a role playing game using an existing franchise. The game concept and specifications were provided by the client. The dinosaurs and scorpion assets were purchased from a third party provider by the client for inclusion in the game.

The demo is still in development and currently consists of 4 levels in 3 different locations. The project is 3 weeks into development.

Jurassic Props

April 11th, 2011

Undisclosed Social Game

March 10th, 2011

NB: This project has not yet been made available to the public.

RetroEpic was tasked to create a prototype of a social game in order to promote an established brand on Facebook. The game concept and specifications were provided by the client. The character and environment assets were purchased from a third party provider by the client for inclusion in the game.

The prototype took 2 weeks to assemble and consists of multiple player objectives in 2 locations.

Undisclosed Platformer

February 15th, 2011

NB: This project has not yet been made available to the public.

For this project RetroEpic was tasked to create a demo of a platform game using an existing franchise. The game concept and specifications were provided by the client. The dinosaurs, fish, mech and scorpion assets were purchased from a third party provider by the client for inclusion in the game.

The final demo consisted of 21 Levels spanning 3 time periods and 4 different locations with a final boss fight at the end. There are 6 pre-rendered promotional scenes and 8 in-game cut scenes. The project took 15 weeks to complete.


Ambient Probes

January 27th, 2011

This new feature allows the level designer to place ambient light probes into the scene, which create ambient lighting maps at run-time.


  • Designers can choose frequency of probe updates: Once, Time Delta (useful in day/night cycles) or Position Delta (moving probes) with variable granularity.
  • Ambient Receivers will choose the closest ambient probe to reference.
  • Variable ambient map resolution, blur and saturation.
  • Per-probe culling mask.
  • The Super-global probe acts as a catch all if no nearby probes can be located, also creates global shader variables for it’s cubemap and power.
  • Global probes are for more specific areas.
  • Local probes allow ambient probes in rooms and other confined areas.
  • Tool-time definable ambient maps (one per probe).
  • Plays well with lightmapping, dynamic shadows and image-effects ( so far ;) )
  • Custom landscape shader adds landscape ambient sampling (from the super-global probe).
  • Time based environment map transitioning
  • Usable as ambient (diffuse) or reflective (specular) shaders.

The (possible) future:

  • Sample the nearest 1, 2, 3 probes : should eliminate the snapping seen when changing probes.
  • Hue and value shift environment maps : more artistic control over ambient maps.

More experiments coming soon!

Assault Refit

December 28th, 2010

This is a very simple experiment in skid steering or differential steering as seen in most tracked vehicles. This method of steering allows a vehicle turn about its vertical axis by stopping or reversing one track or set of wheels.

Both W,A,S,D and the Arrow keys are used in combination to move the rover.

  • W and Up to move forward, S and Down to move backward.
  • W and Down or S and Up to turn on the spot.
  • A and Left or D and Right to strafe.


September 29th, 2010

SpaceFlea is a perspective based puzzle platformer. The player does not have direct control over the flea’s movement, instead the layout of the level is dependant on the players point of view. This creates interesting opportunities for mind bending platforming action. Rest assured that each level has a solution.


  • Move the mouse to control the camera.
  • LMB show laser pointer
  • RMB launch flea
  • r to reset
  • [, ] to change levels


August 24th, 2010

del takes place in sectors of a hard disk drive. The player is in control of a command prompt and is responsible for deleting blocks of redundant data and eradicating viruses. Two powerful tools are available to the player, a delete tool and a tug. The tug serves as a method of recovering clusters of data blocks by dragging them back to the recycle bin, while the delete tool is used to destroy the links between the data blocks.


  • Use the mouse cursor to aim
  • W, A, S, D or arrow keys to move
  • LMB delete tool
  • RMB deploy tug

Zombie Town

July 14th, 2010

Zombie Town started off as a technology experiment. We wanted to create an area where we could learn interesting Unity technologies and try out a few tricks and techniques of our own. There isn’t much to the game as yet, but we have lots planned for it.


  • W, A, S, D moves the character
  • LMB fires primary weapon
  • 1, 2, 3 / mouse wheel changes primary weapon
  • R Reloads current weapon