GTR: Underground Facility

The project that started it all.

Project Overview:

'Groundwork Tech Research: Underground Facility' was one of my largest projects on the platform ROBLOX to date. It aimed to greatly improve my skill at scripting, as well as environmental design.

It was a large-scale project that took multiple years to work on, because back then I threw myself into the deep end, wanting to create a game that I had too few experience for at the beginning.

Based on the opinion from the public, people found this to be one of the best visuals for this 'purge' effect, originating from Alien: Isolation, but having become a trend in the genre of games i was working in at that time.

Unfortunately, I made this project without any preparations, so there were no concepts, no stylesheets, just a blank piece of paper to start on. I decided for the second version of the game to do a complete overhaul, essentially starting from scratch.

GTR: Underground Facility

The overall style of industrial machinery of modern and old times is something i see a lot of value in for its messy and brutalistic structuring. I decided to follow this style while rebuilding the entire design of the game, leading to an outcome I would fall in love with and keep using from that point on.

Aside from visuals, every script in the game was completely rewritten as well, fixing bugs and implementing tricks that optimize the overall game performance, such as removing lag-inducing loops, and making recurring mechanics throughout the map work on a single script.

This was essential in games on ROBLOX, as each script is its individual piece of code, regardless of if there are multiple scripts with the same code. Each new script added to the game would already cause even a noticeable fraction of additional lag.

As my coding improved, I continuously came up with new ideas, and usually implemented them into GTR:UF, often leading to a positive and well-functioning outcome.

I also started my composing career by making music for this game, but you can read more about that here.


In the end, I learned a lot from this project, and it was a great experience to work on. I am still proud of the result, even though it never truly got its final release.

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