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Making Information Accessible in Prologue

Overview One of Prologue: Go Wayback!’s design pillars was to keep UI to a minimum and encourage players to interact with the world itself. However, Prologue contains many interconnected systems. Weather, temperature, wetness, hunger, thirst, and exhaustion constantly affect the […]

June 24, 2026Game projects devlog

Prologue’s Liquid System: From Player Request to Core Feature

Overview Prologue features an accessible yet surprisingly complex liquid system. This was not always the case. Early versions of the game only contained a simple water value on food items and a few water containers, such as bottles. Once we […]

June 24, 2026Game projects devlog

Teaching Without a Tutorial in Prologue

Overview One of the creative goals of Prologue: Go Wayback! was to avoid traditional tutorialization and rely as much as possible on player discovery. This immediately created a challenge. Survival games contain many interconnected systems, and players need to understand […]

June 24, 2026Game projects devlog

Building Predictive Balancing Tools for Prologue

Overview Following the Early Access release of Prologue: Go Wayback!, we gained access to player analytics for the first time. While this outweighed the value of the approximate survival simulation, it did not solve the day-to-day balancing challenges. Analytics could […]

June 24, 2026Game projects devlog

Balancing a Game Without Players: Building a Simulation for Prologue

The Problem Prologue can generate millions of possible maps. Each map contains different resource distributions, weather conditions, terrain layouts, shelters, and points of interest. Before Early Access, we had no player data and only a limited number of playtesters. This […]

June 24, 2026June 24, 2026Game projects devlog

Prologue’s Item Balancing Secret: Automation over Copy-Paste

Overview Prologue: Go Wayback! contains a large number of items, especially food and drink-related items. Like most survival games, balancing these items is a challenge, and there are multiple ways to approach it. Given the size of our design team, […]

June 24, 2026June 24, 2026Game projects devlog

Prologue’s glider: a prototype that refused to die

Overview PLAYERUNKNOWN Productions organized an internal two-day game jam around Prologue: Go Wayback!, giving developers complete freedom to experiment with ideas, including the ones that would normally sit outside the project’s scope. At the time, Prologue was focused on exploration, […]

June 24, 2026June 24, 2026Game projects devlog

Building an Electric Bicycle: Part 2

Why did I need a second bike “brain”? How did I learn to speak motor? All the answers are in this article featuring opinions and reverse engineering!

September 22, 2023October 22, 2023Hobby projects devlog

Building an electric bicycle: Part 1

Why would someone build their electric bicycle if you could just buy one? In this series of articles, I’ll describe my journey into building an electric bicycle.

August 25, 2023September 22, 2023Hobby projects devlog

The clock that kept on dying

Follow me in an exciting 30-minute journey, building an overkill replacement power system for a clock.

July 2, 2023July 2, 2023Hobby projects devlog

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