The H.A.M - Hangry Animals Magazine - Page 3
Shaping the (Hangry) Soul of a Character
Hi everyone, Ceri here - your friendly COO, Creative Strategist, and part-time animal-whisperer for the Hangryverse. In this month’s guest spot, I wanted to share one of the quieter, but surprisingly powerful, tools we used to shape our characters and storylines: personality profiling. Now, I’ve run profiling workshops for real people (teams, students, clients) more times than I can count. But doing it for fictional, animal-human hybrid characters? That was a first. And it turns out… it works...
New Look, Same Mission: Games and Entertainment for Good Causes
Hey Hangry Fam, It’s been manic in the studio these past few weeks, but more than usual this past week, that’s because we’ve had our heads down working on important changes. We’re in the middle of a brand update, new website, refined visual identity, and most importantly, a sharper focus on our mission: Building games that entertain, educate, and give back. So pull up a chair, pour that brew and read on…
R&D Phase: Real People, Real Impact
We’re in the thick of our R&D journey - and so far, it’s...
Hangry Animals - Game Development Update #12
Hey gang, It’s been a busy one at Hangry HQ… grant applications flying out the door like hot meatballs (Media Cymru, Creative Wales, UKGF – we see you), and game builds coming together faster than a beetroot smoothie after a power boost.
Weather Woes
We’ve been deep in the weather lab this week, and yes, it’s getting wild out there. We’re now layering weather conditions and time-of-day cycles into the game to mess with your delivery flow and test your real Hangry mettle across all 7 worlds. Exp...
Hangry Animals - Nom Nom Express Development Update #11
Hey Hangry fam, We've got something special for you this month - we’re starting a guest spot in the newsletter! I’ve asked Ceri, our COO, Creative Strategist, and all-around organiser of chaos, to jump in and share a variety of Hangry insights and updates, once a month just for you. So, grab a snack, settle in, and enjoy! But first...
Pickups, Punches and Points
Before we dine on the guest content, here's a brief update video on progression of new pickups, flying enemies and all round mechanic ...
Hangry Animals - Nom Nom Express - Game Development #10
Hey Hangry Fam, This week we’re cracking open the real behind-the-scenes bits. From greybox level design to community-suggested chaos, we’ve been deep in the dev trenches building out our latest stage: Woof Creek. We’ve just uploaded a 15-minute walkthrough video showing our current progress... including core mechanics, enemy pacing, and that sweet difficulty curve spike that kicks in around Level 3, where you’re tasked with successfully delivering 7 full orders under pressure. 🛠 Grey box to...
Development Update: Choctagons for the win
Hey Hangry Fam, We’re back with another behind-the-scenes dev drop after a week or R&R, and this one’s got chocolate flying everywhere.👀 First Person Mode? You Bet.
We’ve been experimenting with interior delivery challenges, and something’s clicked. Literally. Certain moments in NomNom Express now flip into a first-person perspective, letting you hurl your non-essential food items (looking at you, Choctagons) straight into the faces of unsuspecting (and often claw laden) enemies. We’re toying...
Purpose Meets Play - How Small Studios Can Build Games That Matter
Hey Hangry Fam, Lately we’ve been deep in development mode, testing, breaking and banging many heads against soft walls! (Games are Hard to get right) — but also keeping one ear to the ground on where games, impact, and purpose are starting to intersect in exciting ways. Last week, I attended a few standout webinars around sustainable game development and socially impactful design — and it left me inspired (and honestly, reassured) that the direction we’re taking with Hangry Animals is exactly...
Building Feelings Into Every Frame
Hey folks, This week's update is less feature drop, more brain spill… haha, because right now, we're neck-deep in refining what it means to feel something while playing the NomNom Express prototype. We’re constantly asking ourselves:
- What do we want players to Do?
- What should players See?
- What might players Think?
- And most importantly, how do we want players to Feel?
Joyful chaos? Purposeful motion? A little adrenaline, empathy, and a lot of flying flaming burritos, right? That’s the goal. Strikin...
Smarter Enemies & Smoother Controls🎮
GM GM’ers & Hangry Fam’ers, Quick update this week, as we press on with core game loop… we’ve been deep in development over here:
- Enemy reward drops (based on varying factors of Player status)
- Spawn pacing (Respawning more enemies after deliveries)
- Animation triggers (Player reacting to enemy states and behaviours)
As this develops into our playable loop, I’ll be sharing new gameplay videos to, showcase the latest control updates and our new enemy behaviours.
Development Update: NomNom Express
Hey Hangry Herd 👋 I’ve got that giddy, can’t-sit-still energy again, and for good reason. We’re in the thick of pushing a major milestone for NomNom Express and I’m buzzing to share what’s coming to life with the test level. This isn’t just another delivery run… this is chaos on wheels, wrapped in spicy snacks, alien ambushes, and glorious mini-game mechanics designed to thrill (and slightly terrify) in all the right ways. Let’s dive into what’s cookin’:🛞 The Demo Area: Built for Mayhem