MechaChain



Players who are not blockchain-savvy and don’t have a crypto wallet can also start the game in its free-to-play format by using the game login system and receiving a non-NFT mecha body and a set of non-NFT modules for it. As the mecha improves, the player gets the opportunity to convert individual components into NFTs.
After being fully assembled, the robot is ready to participate in PvP battles alone or in teams. Players can earn Mechanium by winning battles, as well as upgrade their mechas by purchasing new modules and weapons. They can also rent out their robots to other players and thus earn Mechanium.

Production Workflow
Goal
Challenge
Stage 1. Discovery and GDD phase
At this stage, our team asks the client key questions about the game to form an understanding of the essence of the task and develop game design documentation with all the necessary clarifications regarding mechanics, systems, servers, multiplayer, and so on.
The gameplay of MechaChain is based on 4 game mechanics:
- Mecha customization
- Mecha battles
- NFT marketplace
- Galactic conquest on the MechaChain console
Stage 2. Project estimate and production start
Having received all the necessary information, we prepare a project estimate and agree on the key development steps: vertical slice, closed alpha, open alpha, and release. For 18 months, the project has to be ready for release.
Stage 3. Vertical slice
The vertical slice stage includes the preparation and deployment of all game mechanics that allow the client and the player to understand the basic concept of the game. The implementation of the basic logic of all features consists of the following tasks:
- Creating art and animation (shop, mecha hangar, mecha bodies, modules, and skills)
- Implementing stats system (combat and module) and core technical systems
- Drafting maps (combat map level design with environment)
- Developing multiplayer (matchmaking logic, combat HUD, server logic)
- Adding UX/UI (inventory, hangar, mecha equipment, profile)
- Building combat core systems (aiming, movement, damage, and anti-cheating)
- Creating VFX and sound (mecha bodies, modules)
ART
Modules
The mecha modules we’re working on can be active and passive and are divided into back modules (Mr Alarm, RS-76, Hemere’s Grace, and Jetpack) and shoulder modules (Armor Crusher, Berserker, Melee Amplifier Module, Quick Reloader, Shoulder Mounted Enhancer “Fury”, and Mass Rocket Launcher)
Weapons
The weapon module can be placed on the mecha’s left or right forearm. The types of weapons we develop include automatic rifle, impulse rifle, light machine gun, thermic lancer, and rocket launcher.
Environment
We also create some environment elements, such as spaceships for both factions, mecha hangars, individual buildings and objects of the urban environment (benches, stairs, pillars, kiosks), Mechanium containers, and more.
Stage 4. Closed alpha
At the closed alpha stage, our team ensures the implementation of the full logic of all features and full-fledged multiplayer. The game is available for testing for the client.
Stage 5. Open alpha
At the open alpha stage, our team implements the polishing of visual bugs and also completes work on all modules and server features. The game is available for testing for the project community.
Stage 6. Release
Having received all the necessary information, we prepare a project estimate and agree on the key development steps: vertical slice, closed alpha, open alpha, and release. For 18 months, the project has to be ready for release.
RESULTS OF COLLABORATION
Weapons
Character Art
UI/UX
Vehicles
Team Structure
Team
- Unity Team Lead
- Unity Devs
- DevOps
- Backend dev C# .NET
Technical
Team
Team
- QA Team Lead
- Middle QA
- Junior QA
QA
Team
Team
- Unity Team Lead
- Unity Devs
AI
Team
Team
- Lead Game Designer
- Senior Game designer
- Senior Game Designer/game economist
Game Design
Team
Team
- Concept Art Team Lead
- Concept Artists
Concept Art
Team
Team
- Lead Technical Artist
- Technical Artists
- Technical/VFX Artist
- Lead VFX/Technical Artist
- Lead 3D artist
- 3D Character Artists
3D Art
Team
Team
- Lead 3D Animator
- 3D Animators
- Senior Rigger
3D Animation
Team
Team
- Lead UI/UX department
- Senior UI/UX Artists
- Middle UX Designer
UI/UX
Team
Team
- Senior Sound Designer
- Senior Composer
Sound Design
Team
Team
- Lead Animator
- Middle Spine Animator