Complicated creation process

Time passes faster than I thought. The question is how much work I actually have left to do on all my projects. The answer, unfortunately, is quite clear. It's several years. I don't have as much time as I'd like to, and that's due to a job that, while safely covering important financial needs, is not internally fulfilling like my personal projects. I have two long term dream projects in the works that I want to pursue more in the future. An animated film called Ynccuth and a computer game called Bukkaku. In the meantime, I am also working on my RZE studio and my own e-shop wauow.com. I'd like to report on the progress and news in short posts once in a while as well with updates.


The maps are designed as a mixture of psychedelic and strongly abstract environments. You move around the map with the character and try to escape from the monsters. In the end, it's quite fun when nothing leads you astray. There will be no character or game settings. No clues or explanations. I hate endless explanations about the game and its name. Try to think with your head sometimes and engage or awaken your creative brain cells. I'll just leave it up to you. Make up your own mind. I will try to finish the playable prototype as soon as possible. I'll let you know what went wrong again and what's new. Thx. Off.

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A lot of things have changed, so I'd like to update you on what's currently happening with the long-running Bukkaku project, the new Ynccuth movie, and graphic design projects. For the game's problematic project with the "controversial" title, I've been thinking about a total re-working of the game and graphic concept in the last few months. As a perpetually dissatisfied creator, I'd like to tighten the concept up even and define the final fixed points as my ever-changing final idea. For a long time now, this game prototype has been over my head with its ambitious goals. After all, I'm more of a graphic designer than a programmer. I have to say that programming this game is beyond me. For so many years, I've spent my spare time on this project alone, not only doing the graphics, but also programming functional levels, animations or game maps. Yes, it would take a change at last. It would need a new member and a partner who could technically program everything and send it out into the world together. I'm looking for a person, who is close to this Japanese-Mexican world and Origami design. He has experience with Unity and with 3D dimension. Has an understanding of FPS and RPG game technical workings.

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The experimental game prototype of Bukkaku is a rather long and messy process. From the original naive idea in 2015 as a browser-based MMORPG, it progressed through various experiments with Top-Down view elements and a more action-oriented style to a horror isometric view with a survival story until it reached the 3D dimension in a more predatory colorful Origami "Low poly" design. My previous games have always had a clear vision from start to finish, but unfortunately with Bukkaku I'm still searching for it. This is due to the fact that I'm not happy with the ever-changing outcome, and I'm not sure if this chaotic process will have the outcome I'm hoping for. Hopefully this project can be woken up and completed successfully with a new member...

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