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ZanLayla Studios

Learning Game Development.
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Welcome to ZanLayla Studios!

Hey, I’m Zan

I’m a full-time software engineer learning game development in the evenings and at weekends. I’m using this site to document the journey - what works, what doesn’t, and everything in between.

Where I’m starting from

I’m a beginner. I’ve done a few game jams and know a bit of Godot, but that’s about it. I’ll be learning every creative aspect from scratch - art, sound, 3D modelling, and everything in between.

What this site is for

Think of this as my public notebook. Expect:

  • Short devlogs on ideas, challenges, and progress (aim: every 1 - 2 weeks)
  • Screenshots and progress shots
  • Game jam write-ups and mini post-mortems
  • Audio snippets and experiments
  • In general, anything tied to learning game dev

Why write it down?

Writing helps me think clearly, and sharing invites feedback. If you like practical, work-in-progress updates, you’ll feel at home here.


Near-term goals

1) Lay the foundations

  • Pull scattered notes into an organised Obsidian setup
  • Begin my first full Game Design Document
  • Research sensible project folder structures and naming conventions - I want to do things properly
  • Define simple pipelines for art, audio, and builds (draft → review → export → in-engine)

2) Practice the craft

  • Start a regular sketch habit with weekly round-ups (a post collecting seven small drawings/doodles)
  • Create one audio asset per week (SFX or a short music cue)
  • Begin Blender studies once I have a few concept sketches

3) Make something real

  • Get a first playable prototype running to test feel and feedback
  • Enter a game jam to break things up and work on something small-scale
  • Ship a small, self-contained, arcade-scale project

A small teaser (working title: Project Recall)

I’m exploring 3D in Godot after mostly doing 2D. The core idea is a fast, arcade-style, room-clearing game where you throw a weapon and catch it to keep momentum - chaining space control and satisfying clears. Different unlockable weapons change the rhythm and timing (think ricochets, rapid double-strikes, or precise catches). I’ll share more as it takes shape.

Say hello / follow along

If you’re into game dev, art, audio, or 3D, I’d love your tips, critiques, and resource recommendations. Feel free to comment, share feedback, or send links you recommend.

Thanks for being here on Day 1. Let’s see where it goes.

— Zan

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