a story from the sketchbook…

The making of SCRAPHEAD

How a UX designer and dad from the UK finally made the game he’d always wanted to make, one evening at a time.

scroll for the story ↓

The finished, coloured Scraphead robot in a cowboy hat with a smoking pistol
sketch ← drag me → finished

chapter one

It started with a wish

I’ve been a designer ever since I finished university, and these days I work full time as a UX designer, making apps and websites easier to use.

But there’s one thing I’ve wanted to do for as long as I can remember: make a proper game. Not a half-finished prototype sitting in a folder, but a real one, finished and launched on Steam.

SCRAPHEAD is that game. It’s been built in the gaps between a full-time job and being a dad: evenings, weekends, and whatever time is left once bedtime is done.

A pencil sketch of the Scrapper robot

Day job: UX designer.
Night shift: robot wrangler.

chapter two

Games I can’t put down

Every game is built on the games its maker loves, and SCRAPHEAD wears its inspirations proudly. Two in particular have eaten more of my evenings than I’d like to admit.

Brotato

Frantic arena fights, a ridiculous pile of weapons, and that “one more run” pull.

Slay the Spire

A branching map where every path is a choice and every run tells its own story.

SCRAPHEAD

What if they had a scrappy little robot?

The idea was simple: take the arena chaos I love from one, the pick-your-path map I love from the other, and give it a look and a sense of humour all of its own.

chapter three

From sketchbook to screen

The robots, the hats, the aliens and the guns are all designed by me. The rules were simple: big friendly shapes and thick outlines, so everything is easy to read even when the screen fills up with aliens. Oh, and the legs had to be short and stubby. That one was non-negotiable.

Pencil sketch of the Scrapper
Scrapper — where it all started
Pencil sketch of the Hauler
Hauler: cargo shell + side bins
Pencil sketch of the Scout
Scout: one big lens

stubby legs only! ↙

hats. obviously.

Sketch of a crown Sketch of a wizard hat Sketch of a cowboy hat Sketch of a top hat Sketch of a horned helmet Sketch of a hard hat Sketch of a pirate hat Sketch of a beanie

the Swarm

Sketch of a cone-headed spider alien Sketch of a one-eyed alien Sketch of a hulking blob alien Sketch of a spiky alien Sketch of a three-eyed alien Sketch of a many-eyed alien

things that go bang

Sketch of a pistol Sketch of a minigun Sketch of a flamethrower Sketch of a chainsaw

chapter four

Figuring out the fun

Before any of it looked good, it had to feel good. The core loop came first: fight, grab the scrap, pick your path, gear up, and go again.

My day job is all about making things easy to understand, and that’s shaped SCRAPHEAD too, from the menus to how clearly a fight reads on screen.

Then came the long bit: playing it, hating bits of it, fixing them, and playing again. Every robot, hat and shop in the game has been through that loop more times than I can count.

chapter five

Where AI fits in

I want to be upfront about this: I use AI to help with the coding. Code is the part I’m honestly not amazing at, and AI helps me turn my designs into a working game far faster than I could on my own.

Everything else is mine. The art, the characters, the concepts, the mechanics and the balancing all come from me, and every idea gets played, poked and broken by real people before it ships. AI is a tool in the toolbox. The ideas and the decisions come from a person who loves games.

Made by me

  • Art & characters
  • Concepts & world
  • Mechanics & balancing
  • UI & UX
  • Bug testing with friends

Helped by AI

  • Turning designs into code
  • Hunting down code bugs

the bit I’m not amazing at

chapter six

Playtest night

Most evenings end the same way: a few friends, a co-op session, and a list of everything that broke. They’re brutally honest, and SCRAPHEAD is a much better game because of it.

Bug testing with friends is honestly one of my favourite parts. Nothing finds a bug faster than a mate trying to break your game on purpose.

A co-op playtest: two robots clearing a room and shopping with the merchants
co-op testing. P2 always finds the bug.

Find it.
Laugh at it.
Fix it.

chapter seven (still being written)

Built with you

Launching on Steam isn’t the finish line, it’s the start. I’m committed to making SCRAPHEAD better over time, and I want to do it with the people who play it: listening to feedback, fixing what breaks, and improving the game run by run.

If you play it, tell me what you love, what you don’t, and what broke. I’ll be listening.

Thanks for reading. See you in the Scrapyard.
— the dad behind Mangosphere