Bullrush Studios, LLC
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bullrushgames.com
Bullrush Studios, LLC
@bullrushgames.com
Studio site: Bullrushgames.com
Discord: https://discord.gg/mfKXYaG6VG
Youtube: https://www.youtube.com/@Bullrush_Studios
Email: joewildey at bullrushgames dot com

Potawatomi owned studio focusing on games and music.
Pinned
So before I disappear into the sunset here's what I'm thinking. Probably put something up on the site somewhere.

- Double digit character models: 11-13 probably.
- SMG, not Bow. Shell casings will be folklore inspired, but it speeds up combat.
- Tutorial where you pick up the gear now.
Reposted by Bullrush Studios, LLC
Claude Monet, French (1840-1926), A Seascape, Shipping by Moonlight, c 1864, oil on canvas, 60.0 x 73.80 cm, Scottish National Gallery, Edinburgh, Scotland
September 15, 2026 at 3:33 PM
Dang, just do the work in Blender. According to ChatGPT my new terrain tiles are like 4x lighter in geometry alone than Unity terrain tiles. TBH, probably don't even need all that geometry in Blender. In my defense, the class I took on game dev used Unity for everything.
September 15, 2026 at 3:44 PM
I fixed some of the terrain issues I had by going back into blender and building tiles that way instead of relying on Unity. Thought about integrating an absolutely unhinged level of optimization, but it likely wouldn’t be worth it. Levels would take forever, and it isn’t needed.
September 15, 2026 at 12:15 AM
So another head down, and I can easily finish up two more characters. Already 2 more character models than I had before. It’s gonna be a loaded drop.

I’d do it piecemeal, but I feel like managing expectations is super important. Also don’t wanna wear people out.
September 14, 2026 at 12:09 AM
Putting the finishing touches on what will be another supportive NPC. Have a fun idea for the next one I'll work on. It'll totally be worth the wait when I'm finally done redoing the whole cast.
September 13, 2026 at 3:55 AM
Another NPC is basically done. They're clocking in at just under 6k tris so far. I expect closer to about 6.5k which'll bring them in line with the rest of the characters so far. Feel like it's a pretty clean mesh, esp the head.

Super stoked to get all these done.
September 12, 2026 at 1:46 AM
I know I’ve worked a lot of warehouse and factory jobs. My body isn’t what it used to be. Sleeping the right way and getting out of bed can be tough. Don’t destroy your body moving heavy stuff like I did. Finding work i can do even part time is really difficult
September 11, 2026 at 12:35 PM
Just a reminder to take care of your body. Eat right, hydrate, and remember physical strain can and will break it down. You don’t need to be 90 to move like you’re 90.
September 11, 2026 at 12:24 PM
I'm finishing up the mesh for the fifth character I'm working on. The core characters are done. The rest here on out are for added flavor and more narrative. I kinda just wanna do one major character drop since I redesigned the core. That being said, it's going kinda quick.
September 9, 2026 at 4:34 PM
But that's basically the main cast finished and fixed since my nephew said that combat was boring. Well, mostly. Still need to rig and map. All of this will let me create meatier, weightier animations.

Added characters will let me make it more of a game and less of a walking simulator.
September 8, 2026 at 2:45 PM
So another quick update. Male protagonist is basically done. Looks way better too. Has actual clothing with pockets, boots, and a face that will deform nicely. Looking at 4.6k tris atm, but I'd estimate closer to 5k once I add more edge loops for the rule of 3 along his fingers. Plus needs eyeballs
September 8, 2026 at 2:44 PM
If I had caught the quality issues sooner I wouldn't have hyped things up so much. I'm sorry. I'm a lot of things, and not all of them positive, but I assure you that isn't my style. Back to going quiet/dark, but still open to ideas. I can do better and I'm going to.
September 7, 2026 at 3:29 PM
Noticed traffic drop I get it. But if you've been with me this far please trust the process. My male protagonist had two armature modifiers and at one point Lox had three. The Wendigo had blocky feet and now it's got toes. It has a hanging eyeball, skin flaps, and a more complex rig.
September 7, 2026 at 3:09 PM
So before I disappear into the sunset here's what I'm thinking. Probably put something up on the site somewhere.

- Double digit character models: 11-13 probably.
- SMG, not Bow. Shell casings will be folklore inspired, but it speeds up combat.
- Tutorial where you pick up the gear now.
September 6, 2026 at 2:17 PM
Also going immediately to work on finishing up the Wendigo mesh. Going dark just means cranking out a ton of work before I start working 30+ hour weeks again soon.

My workflow for character work isn't really gonna introduce anything new after the first or second one. I'm not doing a self analysis
September 6, 2026 at 12:37 PM
Yeah sorry no September devlog. I’m going dark. This is too stressful for me. I’ll post another devlog once I got something worth dropping. Possibly by EOY.

Thanks for understanding.
September 6, 2026 at 5:18 AM
Oh shit! I fixed Lox! He’s def good enough for a devlog tomorrow. The female is fine too. She’s got some ngons, but they don’t mess anything up. They’re fairly clean and honestly if I did the work myself it wouldn’t really change anything. So I’ll post a devlog tomorrow after all!
September 6, 2026 at 4:37 AM
Just put up an announcement on the site. I'm pushing back the game to sometime 2027. IDK when yet. I'll update the product page when I get a shot. I explain why in the announcement.

It'll def be finished, but I need time. No reason to rush things too much.
August 28, 2026 at 6:40 PM
Good news is I was wrong about Lox's rig. It took the small changes I made very well. I do have to redo his UV map.

So lots of painting in GIMP today, but that's okay. The little extra details improve the design. I got a second pair of eyeballs on it.
August 28, 2026 at 5:41 PM
I actually went back and worked on Lox a little. I'll have to update his rig a little. He's got a bowtie and buttons on the dress shirt. I'll probably give him a pass in subd, but nothing insane because diminishing returns hits fast. He looks a lot better though.
August 28, 2026 at 12:34 PM
Anyway, it'll take so long cause she's got the most compllicated UV map. Probably would be a good place to use a normal map, but my potato doesn't bake well. One time i tried to bake a light map for shadows and ETA went from "maybe before you're dead" to "after the heat death of the universe".
August 28, 2026 at 1:52 AM
I'll probably have the texture done tomorrow at the latest. Then I'll UV map.

I'll also have a new role for Lox, a slightly more active one. Didn't realize how tall 40 ft. was until I imported him into Unity. He's a lot easier to make scary now, and I got a few ideas in mind.
August 28, 2026 at 1:37 AM
So, I did some unhinged stress tests but tbh I think I'm just gonna bump up my models to the mid 20ks for characters. Could easily get to 90k, but eh.. I can't justify the bump without adding more details, and that just takes away time for animation.
August 27, 2026 at 4:23 PM
So, I've been stress testing my characters and stuff which I should have done sooner. My 5k tri counts are really low and I'm probably gonna add a lot more to them and some more details to help justify it further.
August 27, 2026 at 2:34 PM
Ginger is pretty much done far as the mesh goes. 5.6k tris. About where everyone else is so far, but might give models another pass once I know it won't kill performance.

Think I got a bit of a cold open that'll expand the game a little too. Nothing too major. Just a nice intro.
August 27, 2026 at 7:54 AM