Games

Games / No-Pact / 2014

Reclaim

iPhone and iPad action game.

The game

Overview

Reclaim was the first game from No-Pact, the small independent studio I co-founded. Released for iPhone and iPad in 2014, it combined lane-based movement, shooting, upgrades, and continuous mission play in a science-fiction action game.

The player steers a gunship through obstacle-filled routes, moves between lanes, fires a cannon, and uses a mounted gatling gun while avoiding and attacking enemy robots.

Reclaim gameplay with a gunship, turret character, enemy robots, and projectiles inside a science-fiction corridor.
Gameplay still from the 2014 release material.
Studio
No-Pact, independent game studio
Release
2014, initially for iPhone and iPad in Turkey and Canada
Recognition
Kristal Piksel 2014 Jury Special Award
Public media
Gameplay video and trailer

My contribution

Work

Visual direction

Ship, characters, enemies, environments, assets, animation, VFX, and the overall game presentation.

Interface, logo, and store material

I designed the complete in-game interface, the Reclaim logo, and the visual material prepared for its App Store release.

Game design and feel

Core controls, weapons, combat rhythm, movement dynamics, and player feedback.

Unity prototyping

Early gameplay prototypes used Unity, C# scripting, and physics-based interaction work to establish control and combat feel.

Production direction

I worked with engineers as the mechanics, tests, visuals, and game systems came together. The engineering team later refined or rewrote production implementations where needed.

Procedural level sets

Seamless terrain mesh sets for procedural level assembly, including multiple levels of detail, textures, shaders, and mobile performance work.

Adaptive difficulty

Combat encounters and level obstacles adjusted to player performance, keeping the generated routes challenging as player skill changed.

Ship, character, and turret rig

A coordinated rig for the moving ship, mounted turret, and character, using inverse kinematics and blended animation while aiming and firing.

Action camera rig

An automatic camera system that followed movement and reframed the ship, route, and nearby action as the situation changed.

Release trailer

I produced the Reclaim trailer over roughly one month using the game's assets and Maya's hardware renderer. The work covered the concept and script, shot production, animation and rendering, and final edit.

Gameplay and screenshots

Material

Video Reclaim gameplay shown on an iPad. Gameplay video
Screenshot Reclaim gameplay showing a gunship moving through a science-fiction environment.
Release screenshot 01
Screenshot Reclaim gameplay in an icy route environment.
Release screenshot 02
Screenshot Reclaim gameplay showing the gunship and route obstacles.
Release screenshot 03
Screenshot Reclaim gameplay showing combat in a science-fiction route.
Release screenshot 04

Public record

Cotex / Kalbim Duracak