Bimpyton

LUKE BARROWS

I am a game developer committed to creating immersive, impactful experiences that resonate with players. I use programming, art, and design to conceptulise exceptional games that combine my technical precision with artistic creativity. With this I aim to build games that inspire and leave a lasting impression.

About Me

My background spans programming, design, and art creation—so I’m comfortable wearing a few hats (or many) when it comes to curating experiences through Game Design. I thrive on taking an idea from concept to a playable world: from the initial sketch or pitch, through code and visual design, all the way to the moment someone plays it.Whether they love it or not, seeing someone play the games I've made is such a rewarding experience and

I love it.

What Drives Me

Impact: I aim to build games that leave an impression—whether through story, mood, or pure joy of interaction.Craftsmanship: Every detail matters—from the way a button clicks, to how the world responds to the player’s touch.Playful exploration: I’m drawn to projects that invite curiosity, experimentation, and unexpected moments.When I'm not diving into Unity or Blender or firing up Figma, you’ll find me sketching ideas, dreaming up game-mechanics, or simply playing a game and asking “WHAT IF…?”Let’s build experiences players will remember.

"Every game deserves a reason to be played."

I don’t just make games to be finished — I make them to be felt. Whether it’s through the story, the world, or the way it plays, I want each of my projects to give players something meaningful to take away.


Projects


Portfolio Showcase Video

Portfolio Video

Couldron Clicker

Synopsis

Step into the boots of a tireless potion maker in Couldron Clicker. This project, which I submitted to the Portfolio Builders Jam #27, is a pure, addictive clicker experience where the entire focus is on the rhythmic, essential task of clicking, clicking, and clicking again to brew precious Antidotes in a smouldering cauldron.I poured my own pixel art using Aseprite and Unity skills into crafting this magical little world, sourcing just a few assets to complement the fire animations and ancient library music, all to capture that satisfying, witchy vibe of living out your best, endless couldron-stirring existence.

The Jam

I participated in the Portfolio Builders Jam - Week #27, a weekly game jam focused on creating and improving pieces specifically for a professional portfolio.The core purpose of this jam was to give me a regular, structured goal to work toward, which helped me practice essential professional skills like managing my project scope, improving time estimation, and working efficiently to a schedule.Goal: The jam's goal was to produce work that showcases specific professional skills (e.g., game design, programming, art, sound design) for my portfolio.Submission Type: I could either start a brand new piece or iterate on an existing project, as long as I made significant progress on it during the jam week. Submissions ranged from playable prototypes to dedicated assets, music, or design documentation.Key Constraint: A strict requirement was that I could not use AI for any part of the submission, including assets, text, or code.Optional Theme: The optional theme for this specific week of the jam was Antidote.

Couldron Clicker

Mini Mortars

Synopsis

Mini Mortars is a procedurally generated tower defense game where players strategically place miniature mortar towers to fend off waves of toy-like enemies sailing down winding river paths. Each run offers unique map layouts and challenges, encouraging creative defense building and quick adaptation. Protect your main tower, upgrade your mortars, and unleash explosive tactics in this playful yet tactical experience.

Project Brief

The demands for this project were high: a game that would be challenging and dynamic, and at the same time scalable. I had to begin by implementing the core of a procedural engine that included code that generated unique terrain for the game upon every start-up.The scope then quickly expanded, and I had to design and integrate a sophisticated procedural enemy spawner that was intelligent enough to scale the game's difficulty based on the player's skill and play style.Finally, for a highly detailed final product, I had to develop a complete system for upgrading both towers and defenders, include custom shaders and visual effects in that, and even add another procedural feature I designed myself to round out the technical depth of the project.

Mini Mortars

Witch Hunt


My role during the project was lead game designer and group leader, I also was in charge of the physical prototype. I took this as the first time to prove myself in the position as a designer and leader.


Synopsis


It's a rough time to be a witch.Set in southwest Germany during the peak of the witch trials (1561–1670), Witch Hunt drops 2-4 players into the roles of a coven of witches hunted by ruthless mobs.This time, escape isn't an option. Your goal is to be the first witch to collect 10 souls. This is a tense player vs. player vs. game where it's "every witch for herself". The game is focused on sabotaging your rivals and using your unique spells to get ahead.All the while, a "relentless Witch Hunter" stalks the board. At the end of each witch's turn, the Hunter moves, closing in on its prey. If you're spotted, you lose a heart. Lose all your hearts, and you're eliminated.To claim victory, you must either be the first to collect 10 souls or simply be the last witch left standing.



Project Brief


In first year, we were tasked with the Ideation and Conceptualisation of a physical board game. This involved intense brainstorming to select a unique concept and detailed refinement of its narrative, world, and aesthetics.The main deliverable was drafting the complete Operational Rules for the game, which was constrained to use a shared board and cards, accommodate 2-6 players and include clear victory conditions.This rule set required detailing at least 20 core rules for turn-based gameplay, along with a full component and card list. This created the essential groundwork for creating a prototype to test and enjoy.

How to Play Video

Witch Hunt How To Play

LinkFire Ops

Jordan and I worked together on this project because both of us can cover a lot of aspects when it comes to game design, development and art.So we worked in tandem on all aspects of the project, we both did programming, I did the art and modeling for characters and weapons whilst Jordan did the environmental art and modeling.

THE TEAM


Project Brief


The goal of this project was to make a online/local multiplayer game based around a trend and how it will develop in the future.We decided to look at how bio-technology could develop in the form of linking consciousness to androids and controlling them.We decided to go this route because of it's possibilities in everyday life or even in warfare.

Player Model


Get Rammed Gameplay

Synopsis

After inventing the powerful Android Linking technology, Linkfire Research is targeted by the nefarious Darwinmus. Fight back with advanced tech to defend the facility and keep the ultimate power out of corporate clutches.This theme was chosen because we believe that if this tchnology were to be created this would be an outcome. Corporate greed would take over and it would be all out war to get hands on this technology.


Weapon Models

Enemy Model

GET RAMMED

Maker's Massive &
Super Friendship Arcade


My friends and I collaborated through Maker's Massive, a fantastic South African collective that brings together game designers, developers, and artists passionate about creating games.We developed this high-energy, arcade-arena style game where players control goat where the objective is simple: use chaotic maneuvers to knock every other goat off the precarious mountaintop and be the last one standing!This project has been honored with exposure across several key local events:Super Friendship Arcade: The game was selected to be displayed at this unique Cape Town pop-up arcade. The Super Friendship Arcade is celebrated for featuring games and custom controllers made entirely by the local community.Playtopia Festival (Upcoming): We are excited that the game will be playable at the prestigious Playtopia Festival in Cape Town at the end of this year (December 2025).


We decided we needed to do more than what was required of us at University. We wanted to make more games... better games, and get more involved in the game development community here in South Africa.
Together we created Rookie Games and we have so many plans for the future.


Gameplay

Get Rammed Gameplay