
Step 1
It starts with Benjamin
Hungry starts as a drawing, with the shape, name and mood already there. That drawing sets the direction for everything after it.

Making of
How one of Benjamin's drawings becomes a monster you can run away from.
People keep asking how Benjamin and his dad are making a video game. This page follows one monster, Hungry, from a pencil drawing to the game.
We use AI tools for the artwork and the 3D models. The monsters, the names, the rules and the scary bits are Benjamin's.

Step 1
Hungry starts as a drawing, with the shape, name and mood already there. That drawing sets the direction for everything after it.

Step 2
We turn the drawing into a fuller artwork pass with AI tools. The goal is to keep Benjamin's character while adding detail.

Step 3
A flat image cannot move in a game world. So we convert it into a 3D model we can animate and test in scenes.

Step 4
Rigging adds bones inside the model so it can bend and move properly. Without this step, animation would not work.

Step 5
Now we add movement so Hungry can walk, turn and chase. This is where the monster starts to feel alive in the game.

Step 6
Sound gives personality and warning, so every monster has its own voice. Benjamin decides what each one should sound like in a chase.
The same pipeline for each monster: drawing, artwork, 3D model, then in the game.


















