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Mosquito ikonuOur own product2026

Mosquito

You are the mosquito. You have to bite the sleeping man.

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Let’s build something like this
Mosquito interface 1
Mosquito interface 2
GameAMG / 26
Project
Our own product
Our role
Game design · Unity development · Procedural art pipeline
Duration
In development

01 / Behind the product

A real need. A considered solution.

01

Challenge

Art production for a 3D cartoon game is the most expensive line item for a one-person team. Outsourcing means a delay on every iteration; stock asset packs erase the game’s identity. And the game itself was not small: flight, vision modes, an awareness model for sleeping humans, a bite mini-game, an online mode and a store all had to come up together.

02

Approach

Every character, prop and set is modelled, rigged, animated and exported as FBX by Python scripts inside Blender; every sound effect is synthesised with numpy. Scenes and data assets are generated too: URP setup, player settings, model imports, localisation, addressables and all 15 levels are editor builders, with level definitions read from JSON and turned into Blender props and Unity scenes.

Sleeping humans react through a 0–100 awareness meter fed by noise, vision, touch and itch; thermal vision is a URP full-screen pass; there are three Cinemachine rigs (chase, compound-eye FPV, top-down tactical). The 1v3 online mode runs on NGO + Relay + Lobby behind IOnlineSession, falling back to a local host with bots. Scores and gates are validated in Supabase Edge Functions.

03

Result

15 levels, 20 human variants, 10 mosquito characters and the store are in; the asynchronous ghost race works with no server. The quality gate reads zero errors and zero warnings: no overflow across seven screens × six device resolutions, and 25/25 PlayMode tests pass with the autopilot bot. When a design decision changes the builder re-runs; nothing is hand-patched. Development continues.

03 / Scope & details

The details make the experience.

  • 01

    Characters, props and sets generated procedurally with Blender and Python

  • 02

    Every sound effect comes from a synthesis script

  • 03

    Scenes and catalogs produced by editor builders

  • 04

    Online validation through Supabase Edge Functions

Technology

Unity 6C#URPBlenderSupabase
Engine
Unity 6000.5
Languages
TR · EN

INSIDE THE PRODUCT

The engineering behind the interface.

Systems we built and concrete problems we addressed in this project.

01

Art is a build step

mosquito_build.py, sleepingman_build.py, bedroom_build.py and cosmetics_build.py run Blender headless to produce the model, rig, clips and FBX. FBX colours are converted linear→sRGB on import; without that fix every surface rendered about four times too dark.

02

Reactions and awareness

Every body zone has exposure, blood yield, reaction risk and itch delay. Awareness runs 0–100 fed by noise, vision, touch and itch, and at the 40/70/100 thresholds picks from a reaction library (slap, wave, lamp, spray, racket, window, blanket).

03

The quality gate found real defects

The project audit caught that 19 modifier behaviours not being split into their own files had silently stripped components from seven scenes, that level 11 had no exit, and that the classroom was unwinnable. The audit now passes with zero errors and zero warnings.

Your idea could be next.

What could we build for you?

From a first release to a growing platform. Let’s plan the design, development and launch together.

Tell us about your project

From Türkiye to the US, UK, Australia and everywhere in between.