
HILARY N.
HUSKEY
Educator | Digital Artist
Battle For the Barrens
Sovereignty
Battle for the Barrens: Sovereignty
Battle for the Barrens: Sovereignty was my first sustained independent game development project created with the intention of public release. The project functioned as an exploratory, practice-based creative research endeavor through which I investigated the technical, narrative, and production challenges of solo game development using Unreal Engine. At this stage of my practice, the primary goal was to build foundational systems, develop technical fluency, and understand the full scope of independent game production from concept through implementation.
Through Battle for the Barrens, I designed and implemented a range of core gameplay systems, including a combat system supporting multiple weapon types, basic enemy AI behavior, a simple HUD, and an early inventory system. In addition to systems development, I produced original concept art and 3D character and environment assets, and engaged in rigging, animation setup, and level construction. This work provided essential technical grounding and established my ability to independently manage the breadth of skills required for game development.
As the project progressed, Battle for the Barrens surfaced critical limitations in my approach. While individual mechanics functioned as intended, they were developed largely in isolation and lacked a unifying conceptual framework. This resulted in an experience that was technically functional but fragmented and difficult to sustain as a cohesive creative work. Through reflective evaluation, the project revealed that mechanic-driven development without a central thematic or systemic anchor can lead to diminished narrative cohesion and loss of creative momentum.
This realization became a pivotal research outcome rather than a shortcoming. The project also highlighted the importance of scope control and concise, directive planning in solo development. Early design documents were broad and aspirational, which proved difficult to maintain without a team structure. Working through these challenges clarified the role of focus, meaning, and intentionality as sustaining forces in long-term creative production.
Ultimately, Battle for the Barrens was paused not due to failure, but because it had fulfilled its role as an exploratory research site. The insights gained through this project directly informed a significant shift in my creative methodology. Rather than beginning future work with isolated mechanics, I moved toward a system-centered approach in which all design decisions are evaluated through a single unifying framework.
The artifacts presented on this page document Battle for the Barrens as a formative stage of inquiry within my creative and research practice. These materials illustrate both the technical foundations developed during this period and the critical insights that led to the conception of my current project, Soulweaver. As such, Battle for the Barrens remains an essential precursor to my ongoing work, representing the research groundwork that enabled a more focused, intentional, and sustainable approach to independent game development.
Artifacts













