May 26, 2015
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characterOur new featured project is “INTERIBANG‽”. I am especially excited about this project as it started right here on Ludust. It is a project that is full of passion and will be a game that sets itself apart through its light hearted humour and it’s unique “take it or leave it” gameplay. it already has fairly large team working hard on it but it is still in need of both a programmer and an artist.

It is  If like me, you are curious about the nature of the game and the nature of the name(‽) then you are in luck, as the the games creator David, explains all…


One day I just heard the word, interrobang, and it just stuck. It is a punctuation mark that was created in the early sixties to replace the combination of a question mark and an exclamation point in formal writing. I see it as the perfect symbol of my childhood and everything that games mean to me.
It reminds me of being able to explore the universe in a cardboard box, or fighting invisible beasts in your back yard. The game itself isn’t supposed to be about anything specific, except exploration of the game. There is a story, although you don’t have to follow it if you find other aspect of play more interesting. It would fall under the genre of RPG/adventure, although it is supposed to break away from the genre by not forcing the lore of the world onto the player.


It is a punctuation mark that was created in the early sixties to replace the combination of a question mark and an exclamation point


Like a library, the information will be there, but no one is forcing you to read through it. The art is mostly pixel art, although I am intending to combine hand drawn art in with it to create some depth.

Roles available

We are currently looking for another artist for the hand drawn aspects of it. As for the engine, if there is anyone who can code who would be interested in a position, then we will most likely use Unity, but as of right now, I am prototyping with GameMaker. If we can’t get anyone who can code on the team, then we will officially be using GameMaker. Right now, we have a few composers collaborating, a sound engineer, a pixel artist (me), and a handfull of playtesters. We have positions for programmers, another artist, and playtesters.

If you think you can bring something to INTERIBANG you can apply through their Ludust group page:
May 13, 2015
A Star Falls – Featured Project
May 10, 2015
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Every fortnight Ludust will be speaking to a developer who is utilising the site for their project. Our first feature is on a very exciting prospect. It is a first person horror game being developed by Pandagon Studios using the Unreal 4 engine. It is called “A Star Falls“. Blending stealth and adventure mechanics with first person combat dynamics it is certainly a game to keep your eye on!

The games co-creator Zachary V Bracker, tells us more about the game, how he got into developing, roles the project is looking for and how you can play test it.

A Star Falls

Hallway 1

A Star Falls is set in Atlanta Georgia. It is a first person horror game that focuses on stealth, puzzle solving and melee style combat.

A meteor has fallen and the city is now in complete chaos. You play as Johnathan Albright, who has just woken from a coma in the hospital. John has no clue what has happened, only possessing the desperate need to find his daughter. Players will be tasked with guiding Jonathan through the horrifying city, surviving whatever the crosses his path, not knowing what lurks around the corner or if the people you meet are friend or foe. Hidden messages and files will offer clues fleshing out events that have unfolded around you, and background on the corpses littered around the city.

The game is in the prototype phase of development, which means we are testing out many of the game mechanics before we finalize them to compile them into the game. After we develop a mechanic we then have play testers give us feedback so we can improve them or take them out completely.

A Star Falls is being developed first on PC but depending on funding, either through Kickstarter or by way of a publisher, we would like to distribute the game digitally on other platforms. Our main focus right now is to develop a demo that will show off the majority of the game’s design before we begin the crowdfunding phase. We felt it was important to have something to show off rather than a bullshot video full of pre-rendered loveliness that ends in disappointment for many gamers once the game is finally released.

The Oculus Rift will be supported on the first day of release. We have just finished a round of Oculus prototyping and received a lot of great feedback from the community.

The Engine

Due to ease of use, power, and affordability we settled on the Unreal 4 Engine. With its use of next gen lighting (i.e. physical shaders) and its full integration of blueprinting systems to make turnaround quick and efficient. The engine is fairly easy to learn and we hope master. We are excited to see where the Unreal engine will go, and what amazing things people can create, as it is now free for everyone to use.

The Artwork

What I do

Run the day to day activities, development meetings, game design and Level design.

A Little about Me

My obsession with gaming started when I was 8 years old, when my parents gave me a Sega Genesis. My favorite games on the system were Sonic and Street Fighter. As I was getting older my passion for games only grew. When I turned 18 I started playing semi -professionally in the MLG circuit playing Call of Duty Black ops 1 and 2. I have also been doing QA work for over six years for companies like EA, Microsoft, Valve, 2k Games and Ubisoft.

The Company

On May 1st 2014, I started Pandagon Studios Inc. along with my cousin Benjamin Bracker. From the beginning our mission was to make the most of design and functionality, to give players of our games the best experience possible. We also feel that transparency is an important part of our game development process. We love the work that we do and we encourage our employees to show off their work online. We also enjoy sharing knowledge online and seeking new information that can aid in our game development on forums.

From the beginning our mission was to make the most of design and functionality, to give players of our games the best experience possible.

Currently Pandagon Studios features a staff of eight people working on our first project. Each of the staff is working part time for Pandagon, for about ten to twenty hours a week on top of regular full-time jobs.

The team

Zachary Bracker – CEO/Game Designer
Years of experience: 6
Expertise: QA testing
Benjamin Bracker – VP/Creative Director
Years of experience: 10
Expertise: Writing
Laura Stuart – Lead Concept Artist
Years of experience: 8
Expertise: Story board
Jennifer Green – 3D Environment Artist
Years of experience: 3
Expertise: 3d Modeling
Marcus Breitigam – 3D Environment Artist
​Years of experience: 3
Expertise: Hard Surface Modeling
Joel Crocker – Multi-Media Producer
Years of experience: 6
Expertise: Filming, Producing, and Editing Video
Daniel Beaty – Lead Level Designer
Years of experience: 3
Expertise: Level Design

Still looking for…

1x Lead Environment Artist/ 3D Artist
1x Lead Blueprint/ C++ Programmer
1x Lead Character Artist
See more:

How everyone can keep updated with the game


Our WIP Unreal Dev Page

Steam Greenlight Concept Page

Playtest (Anyone interested should fill out an application and the referral code is: LUDUST-01)

Ludust Page

Ludust Journal #2 – Upcoming features
April 28, 2015

I have just checked the sites analytics and this is day 14 of the site being live.  In that short time we have had over 200 incredibly talented members join – thank you all! I want this site to become the go to tool for finding and working with the right people for your project. The site might not be perfect yet, but with your help we will get there!

I wanted to talk about a couple of upcoming features that should be launched in the near future.

The first is social interaction with projects. Today I launched the first part of this which is the ability to follow a project. I will be adding to that by showing news to you from the projects you are following and the ability to sort projects by most followed.

On top of that I will be adding a way of talking to the project group, probably by comments, so that you can ask them questions publicly and see what other people have asked and also see the answers.

The second feature will be allowing studios to sign up. Naturally I see these as being indie studios and hopefully they will find it useful. They will have all the tools groups have, so they can maintain contact with the other members of the studio very easily, use their public Blog or comments to hype upcoming games (which will have a page of its own) and more. I am not aiming to replace the studios actual website (although that is possible!) but I want to give them team tools they might be missing and access to all the talented members here.

As always you can get in touch with me in the chat stream, forum or in the comments below.

– Nick



Ludust Development Journal #1 – A little about Ludust
April 21, 2015

Hi everybody, my name is Nick and I am the web developer here at Ludust. The site has been live for about 10 days now and even though there are a few bugs to iron out and plenty of improvements to be made, I am proud of how it has started and of the small community the site has.

If this is your first time on Ludust, let me tell you a little bit about it and why I created it.

As an occasional indie game developer myself, I have gotten fed up in the past of trying to find a team to help develop ideas of mine. There didn’t seem to be any sites that easily connected skilled individuals from the different paths of game creation. Sure, there were forums but forums are not a good way of either advertising a project or finding individuals with the right skill set.  So, with a basic idea, and a bit of inspiration from the nice clean layout of Kickstarter I began putting the site together. After creating the initial system I wanted to add an area for the team members to share ideas and converse, hence the team forums, wikipage, live stream etc.

The websites name comes from the Latin word Ludus which means both school and game. But… I could not get that as a domain name so I stuck a T on the end!

The site itself is proving quite reliant on feedback (especially from the request a feature forum) to improve. There are plenty of areas I have overlooked or not given enough attention and your feedback is helping fix and improve those areas. If you have any ideas please share them with me and the community.

Along with trying to improve the site I have started trying to promote it. I think once the site gets a reasonably sized community going word of mouth will begin having an effect, but first we have to light the kindle. So any ideas on how to promote the site would be appreciated! So far I have posted on a few forums and on reddit. A Reddit moderator was even kind enough to sidebar the site on the their sub. I have also just started a twitter so I will see what I can do with that.

On the next development journal I will be talking about current features that need improving and upcoming features that are in the pipe line.

– Nick


Ludust Beta Launched!
April 14, 2015

Hi guys, thanks for visiting! We have launched the first version of Ludust and would love to hear your feedback. How can we make this site more useful to you? Please let us know in the comments below – we will read each comment and certainly look at accommodating your needs. At this early point in Ludust’s life we are going to be adding features very regularly so get your feature requests in now!

For those that do not know what this site is, it is a place for game development. We hope potential developers will use this site to start their project and to find people to join or help out on their project. It is the one place where people involved in any part of game design (coding, sound, visuals, scripts, testing etc) can come to find or work on a project.

If you have a vision you might not mind what programming language it is created in – why not let an expert in their field take care of that side whilst you get on with the rest. That is why we do not list by programming languages.

– Nick