In Lost Skies, I developed the
Players equip and throw Atlas Lifters, which activate upon impact with valid physics objects. In
The Lifters can be attached to almost anything—logs, loot, animals, even other players. You can see an example of that in the
I also built in multiple ways to detach or destroy Lifters. Players can shoot them off objects, demonstrated in
Power management was a core design focus. Each Lifter has a limited charge and will fail once depleted. In
Balancing weight was another key challenge. I implemented a system where players need to calculate how many Lifters are required to make an object float. The
And finally, maintaining control in multiplayer meant developing a robust networked authority system, showcased in
I developed a dynamic
The system started with an early
During development, I added start and end point calculations to determine exactly where players can enter and exit ladders. In
Ladders can snap to other ladders placed above or below them, creating continuous climbable paths.
Because ladders can be moved around on the ships, I implemented automatic recalculation of climb points and snapping behavior whenever a ladder’s position changes. You can see this demonstrated in
Ladders integrate tightly with the ship building system, adapting to the different panels they’re placed on. Here’s a look at how they
I also tested the ladder system directly on ships in motion, as seen in
Climbing was refined over multiple iterations.
As a final layer of polish, I enabled players to build and place ladders even while climbing them. You can see this unique feature demonstrated in
One of the biggest challenges I worked on in Lost Skies was the Herald—a giant flying creature that attacks your ship in the skies. It was designed as a dynamic boss battle that feels like a naval fight, but in the air. The Herald isn’t just a one-off enemy; it was built with modular systems in mind, so we could easily create multiple variants with different looks, attack patterns, strengths, and weaknesses.
The early prototypes were rough but helped shape the system. One of the first flight tests ended with the Herald crashing straight into the ground, which you can see in this
Once we nailed down the behavior, I added procedural motion to bring the Herald to life, shown in this
Beyond combat, the Herald needed to roam the world and react to player actions. I implemented roaming behavior where the Herald travels between islands, detects ships, and chooses whether to engage. There’s a sped-up editor preview showing this in action here:
Finally, I integrated the Herald into the game world. One of the first real in-game tests shows the Herald in all its glory, highlighting its massive scale and movement. You can check that out in this
The Herald ended up playing a major role in the trailer for Lost Skies. You can see it featured front and center in this
The Orb Attack is one of the Herald’s signature abilities. I designed it to be highly customizable, with a focus on making it easy to set up new patterns in the editor. I built a tool inside Unity that works like a pixel art editor, where you can simply draw the shape of the attack pattern. You can see the tool in action in the
Using this system, I created different projectile formations, like a wide barrage pattern in the
The targeting system was just as important. The Herald positions itself to the side of the player’s ship before launching an attack, emphasizing the naval combat feel. Target detection is visualized in the
In the final version, different orb patterns can be combined dynamically in combat, as shown in the
The sails are modular building parts for your ship. They’re what push it forward, but only if they’re aligned properly to the wind. I wanted the interaction to feel satisfying and responsive, with clear feedback. When the sail isn’t catching the wind, it flutters loosely. But once it’s aligned perfectly, it stretches tight and you instantly feel the power kicking in.
The first test focused on the basic interaction—opening and closing the sails manually with the player character. You can see how smooth that is in the
The
In the
The wind system was a key feature for Lost Skies. In a world built around floating islands and flying ships, wind defines the entire gameplay loop—especially when it comes to traversal and ship handling. It also tied directly into the sail work I did earlier, making it one of the most important systems in the project.
I started by building a flexible and intuitive editor for setting up wind behavior across the world. Strength, direction, variation over time—all easy to tweak and visualize. You can see the core of that system in the
We implemented island-based wind zones, so the wind changes direction and strength depending on which island you’re flying near. That’s shown in the
The wind could also shift dynamically over time, changing direction and strength in real-time to add unpredictability to navigation and combat. There’s a speed-up version showing that behavior in the
Once the core system was solid, the FX team hooked into it to add wind lines and other visual cues. The