Graffiti Terror is heavily inspired by Tony Hawk Pro Skater 1/2/3 and Underground 2, but with a unique twist: instead of skating, you spray graffiti. As you progress, your art will draw attention, and people will start to hate you for it. As the hatred grows, the game becomes increasingly violent. Can you survive the terrible world of Graffiti Terror?

The game is designed to be easy to pick up, but hard to master. Mastering the movement system allows you to move faster, achieve higher scores, and reach previously inaccessible areas. My levels feature secret rooms. So, exploring is quite rewarding. The level progression system lets you choose how you want to complete the game. Each level has its own set of goals, and completing each goal grants a token to unlock the next level or levels.

The game is also quite... Violent... Your enemies (cops, angry grandmas, and more) will try to kill you for your actions. Luckily, spraying graffiti in their faces will launch them backward. With the game its dark humour, you can even go bowling with your enemies! Line them up and try to achieve a high combo. And if you're lucky, you might find a power-up...



Graffiti Terror has been in development for the past three years. During the first two years, I worked on this game in my free time. In my last year, I was able to make it a full-time project as part of my graduation.

As a solo developer, I can say that working on this game has not been easy. I've faced many challenges, but the biggest one is still ahead: releasing the game. My plan is to continue working on it, with a target release somewhere between 1,5 to 2 years. Around September, I will be able to rent a new office in Breda. Once established, I plan to hire sound designers and, if necessary, artists to lighten my workload.

Another goal for the coming year is to increase online engagement. Over the past year, I've learned to open up more about my game and seek feedback by finding play testers. My aim is to set up an Itch.io page and promote my game through interactions with followers.

Despite the long journey, the game looks promising and has considerable potential. Last year, I finally refined the core mechanics of my game, making it truly unique. With the help of playtest sessions and network events, I redesigned the main gameplay loop to enhance the experience. Currently, I am moving into the pre-production phase. This page will be updated over time. Feel free to subscribe to my YouTube channel for more updates! You can always email me about my game. Maybe we can create a new business opportunity for both of us. My email is: xtenhovewerk@gmail.com.




  • Quake inspired movement.
  • Enemy AI.
  • Saving/loading.
  • Implemented a CRT render pipeline (third party asset) and defined the final visual look of the game. This asset has some limitations which I make use of to create a unique look.
  • Unique art-style.
  • Created a fully playable demo to show off at events.
  • Heavily experimented with camera layers.
  • UI design/backend.
  • Pro Builder tool within Unity to create my levels.
  • Create 3D assets with Blender.
  • 3D animations.
  • Learned to improve my level design/game design.
  • Analysed player behaviour at playtest events to see what I need to improve.
  • Added unique gimmicks in each level to make them stand out.
  • Add accessibility features.
  • Combo system.
  • High score system.
  • Trigger systems.
  • Death/respawning system.
  • Health pick-ups.
  • Launchpads.
  • Teleporters.
  • One power up.
  • Mini map (scrapped feature).
  • Level progression.
  • Goals tracking.
  • Level end/game over screen.
  • 3D objects inside my UI.
  • Post processing.
  • Basic sound design.
  • Voice acting.
  • Particle systems.
  • Video playback.