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UNPEACEFUL » 1Monkey2Brains

UNPEACEFUL

UNPEACEFUL

A world made of islands, a universe of strategy

My collaboration on the development of Unpeaceful

Over the past two years, I have had the opportunity to collaborate on the development of Unpeaceful, a creative spin on classic RTS design created by Experience10games, scheduled for release in early 2026. This title introduces a completely new way of experiencing RTS games, offering fresh mechanics and an original tactical approach.

An Innovative RTS Focused on Tactics, Expansion, and Territorial Control

Unpeaceful is a real-time strategy game that stands out for its system of tactical duels and the need for rapid territorial expansion.
Each match takes place in a fragmented archipelago made up of numerous islands waiting to be conquered.
Players can:

Build bridges to expand their domain

Place strategic structures

Secure key resources to sustain their advance

At the core of the gameplay are the Tapliki, small yet determined creatures who gather resources, construct buildings, and perform every task in the field. Efficient management is essential for controlling each match.

Every map offers its own economy, special events, and variable conditions that can drastically change the way you plan, react, and execute your strategies.
Players can also choose passive abilities that enhance specific playstyles, giving each match its own strategic identity.

Expansion, however, comes with risks:
destroying enemy bridges can cut off their supply lines and completely overturn the outcome of the battle. In Unpeaceful, timing and map control are crucial.

The game offers both multiplayer modes, to challenge friends, and a dedicated single-player campaign where the player faces a mysterious threat from another world.

My contribution to the development

My role in the development of Unpeaceful was to bring the game’s visual 3D elements to life.
I was responsible for the 3D modeling of all elements that populate the game’s world:

Environments and islands

Buildable and upgradable structures

Characters and creatures, including the Tapliki

Functional elements tied to gameplay and progression

This experience has been extremely formative for me:
not only did I refine new techniques in 3D modeling, but I also had the chance to closely observe the complete development process of an innovative RTS, gaining insight into the artistic, technical, and design requirements needed to bring such a game to life.

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