Creo AMPM — Early Game Development

Before moving into web development, I spent 2014–2015 prototyping 2D games in Unity3D with a small team called Creo AMPM, and took part in Indonesia's early game-jam community.

Unity3DC#Game Development2D PlatformerAndroid
Creo AMPM — Early Game Development

Creo AMPM — Early Game Development (2014–2015)

The Situation

Before I moved into web development, I spent time building games in Unity3D as part of a small team called Creo AMPM. Between 2014 and 2015 we prototyped several 2D games together and took part in Indonesia's early game-jam and indie dev community — Global Game Jam Bandung and GDG Prime 2015.

Creo AMPM team logo

The Task

I worked as a programmer on the team, writing gameplay code in C# — character controllers, physics-based movement, and game state/level logic — while teammates handled art and design.

The Action

Lightbringer

A 2D pixel-art platformer where the player carries a torch through dark environments, lighting braziers and navigating obstacles by sight and light radius.

Lightbringer title screen

Lightbringer gameplay — player character with torch

Lightbringer gameplay — collectibles and a second character

Pitching Lightbringer to the room, game running live on the projector

Blow 'n Up!

A vacuum-mechanic platformer for Android starring a small astronaut-robot character navigating asteroid terrain in space. The core ability lets the player suck in nearby items and blow them back out — and that same suck/blow force doubles as the jump mechanic, blasting air downward to launch the character upward. Internally the project was called "WindBender," built around a custom WindBenderController and level generator script.

Blow 'n Up! title card

Blow 'n Up! character art

Heads-down building Blow 'n Up! at a team work session

Unity editor mid-development on Blow 'n Up! (internal project name: WindBender)

Community Involvement

Alongside prototyping, the team took part in Global Game Jam Bandung (23–25 January 2015) and GDG Prime 2015 (Game Dev Gathering) — events connecting Indonesia's early mobile and indie game dev scene, sponsored by names like Unity, Intel, and Microsoft. My teammate Barli was part of the crew at Global Game Jam as well.

At Global Game Jam Bandung 2015

Barli at Global Game Jam Bandung 2015

At GDG Prime 2015 — Game Dev Gathering

The Result

None of these games shipped commercially, but this was where I picked up fundamentals that carried into my later engineering career — structuring gameplay state, working within a small team, and shipping something playable under a hard deadline (a game jam is basically a 48-hour hackathon). Mostly, though, it's a fun snapshot of where things started.

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