LUCID.
From surreal experiments to a retro FPS.
First-person gameplay and Blender-rendered multi-angle sprites.

LUCID began as a surreal, dreamlike experiment in Godot before evolving into a retro-style first-person shooter.
Inspired by Doom and Serious Sam, I explored combat, level design and enemies rendered as multi-angle sprites in Blender.
Exploring surreal spaces.
The original concept focused on surreal environments rather than combat or structured objectives.
I gradually introduced arenas and enemy encounters while retaining the dreamlike visual direction.
- Early Godot experiments
- Surreal environments
- Retro FPS direction
Multi-angle sprites in Blender.
I modeled enemies in Blender and rendered them from multiple angles to create omnidirectional sprite sheets.
The workflow combined a retro sprite aesthetic with the flexibility of 3D source models.
- 3D source models in Blender
- Multiple rendered viewing angles
- Sprite-sheet output for Godot
From experiment to FPS.
LUCID shifted toward direct first-person combat, supported by sprite-based enemies and arenas.
Iterative prototypes helped refine the gameplay and connect its systems in Godot.
- First-person gameplay experiments
- Brutal retro-FPS combat
- Surreal atmosphere and sprite-based enemies