Superstrike


Released

Platforms

PC, PlayStation 5, Xbox Series S/X

Engine

Unreal Engine

My key responsibilities


Superstrike

Superstrike was a prototype of an UGC shooter that utilized the Makea Editor from Supermoves – it was supposed to be the second game in the “Makeaverse”, which was a universe of UGC games. It was like a mix of Max Payne, Titanfall, Borderlands and Balatro, all mashed together into a co-op horde shooter with an extensive metagame. Sadly it never came to fruition, but we managed to get all the base pillars of gameplay already functioning.

We made two playable prototypes of Superstrike, one with Supermoves’ vibrant visuals – and a second with a more stylized comic book -esque art direction. Both prototypes had the awesome parkour system of Supermoves, which made the movement very fun to use. The focus was on multiplayer, with co-op being about completing objectives in completely user-made maps. The game concept was about taking control of the streets of a huge city in the middle of a gang war, mixing elements of the occult – kind of like a blend of Daredevil, Gotham and Constantine. Between rounds, players played a complex card game inspired by Balatro, mixing and matching their decks to be optimal to their favorite playstyle. The final game would have probably been called something different than Superstrike.

While we shut down Makea Games in 2025, the experience I got from headlining Superstrike really hammered home the importance of making rapid prototypes for quick gameplay iteration. And while the concept art is all that is left of the bold new direction, it was really shaping up to be something special. Oh well, onto the next one!