Crafting true arcade experiences.

We are a tight-knit independent game team based in Scotland, relying on custom coding and relentless playtesting to bring classic retro aesthetics to life.

Unreal Engine 5 Blueprint Scripting Digital Illustration 3D Modeling & Printing HTML5 Canvas & CSS3 JavaScript PHP & MySQL Python
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Current Projects

Global Command

Global Command

old-school RTS

The war for Voltite

In the late twenty-twenties an energy crisis brought the superpowers to their knees. From the fringes rose the United Outcast Brotherhood — forgotten nations, rogue military factions and tech-cults united under one banner, armed with scavenged weapons and unstable green plasma.

Against them stands the Global Command Force: the free nations' last pooled armies, heavy steel, drone networks and satellite radar. Between the two sides lies Voltite — the glowing crystal that powers everything, harvested from the battlefield one shard at a time.

Both sides reach for a weapon to end it. The GCF aims the G.O.R.E. — the Ground-based Orbital Relay Emitter — from orbit; the Brotherhood fuels an ICBM in a hardened silo. You command the battles that decide who fires first.


On the way: a dedicated Steam build is now in testing — Steam-synced commander names, achievement sync, and in-game overlay support.

Arcade

Arcade

Retro web arcade titles like Super T-Man, Outbreak T, and Turbo T-MAN, complete with HTML5 Canvas graphics, wave-based upgrades, multi-ship selection, and a dynamic PHP/MySQL global leaderboard.

Game Portfolio:
The collection features custom web arcade titles including the zombie survival game Outbreak T, the sci-fi runner Turbo T-MAN, and the flagship retro shooter Super T-Man (t-man-shooter.php), which includes multi-ship selection (T-MAN, Voidweaver, and The Hive), wave-based progression upgrades, and arcade power-ups.

Global Leaderboards:

High scores and wave milestones achieved by players are captured dynamically via PHP AJAX handlers and stored in a MySQL database table (leaderboard), powering a dedicated top 50 global rankings page.

Audio & Visuals:
Games feature custom synthesized retro audio using the Web Audio API alongside background music support, responsive touch-control layouts for mobile devices, and full-screen arcade canvas scaling.

Studio Branding:
The arcade platform is branded under NORRIS-DESIGN Gaming Studio, featuring retro aesthetic wrappers, custom vector assets, and integrated dynamic navigation linking back to your main studio hub.


Just click the "ARCADE" button top right of the screen.

Super T-Man

Super T-Man

A fast-paced, classic HTML5 arcade shooter. Defend the deep space galaxy as the sleek, stick-limbed Super T-Man against endless waves of pixel-art alien invaders and massive bosses!

Super T-Man-Man is a custom-built 2D retro arcade shooter developed with PHP, HTML5 Canvas, and JavaScript. Designed to capture the authentic, high-energy feel of classic arcade cabinets, players must survive endless grids of descending alien ships, dodging crossfire and battling spiky boss cruisers every five waves.

Features include:

Dynamic Ship Selection:
Choose between the standard T-Man, the rapid-firing Voidweaver, or the heavy-hitting Hive micro-swarm launcher.

Upgrades & Power-ups:
Collect falling drops for temporary shields, quad-lasers, and score multipliers, or select permanent ship upgrades (like thrusters or piercing lasers) after clearing a wave.

Global Leaderboards:

A custom PHP/JSON backend tracks the top 5 high scores across all players.

Controller Support:
Fully integrated HTML5 Game pad API for plug-and-play controller support.

Custom Assets:
100% original red pixel-art enemy sprites, fiery particle effects, dynamically generated audio tones, and custom SVG character assets—featuring the titular Super T-Man.

Produced and licensed by NORRIS-DESIGN Gaming Studio.

T-MAN

T-MAN

A dynamic, fast-paced 2D platformer engineered with precise controls, custom Unreal Engine blueprints, and engaging automated parallax environments.

Built entirely from the ground up in Unreal Engine, T-Man T-MAN moves away from generic tropes to deliver a pure, classic arcade experience. It features lean, custom-animated character sprites, rigorous collision mechanics, and completely original 'T-map' level architectures that demand precise timing and skill.

Studio Infrastructure

Enterprise Infrastructure for High-Performance Design

Complex projects demand relentless bandwidth. That is why Norris Design is equipped with high-capacity, symmetrical fiber infrastructure. Capable of transferring up to 21.6 Terabytes (TB) of data daily, our studio handles massive files, collaborative cloud computing, and real-time data syncs effortlessly—keeping our projects moving at the speed of our ideas.

21.6 TB
Daily Transfer Capacity
Symmetrical
Equal Upload & Download
~7 ms
Latency · Sub-1 ms Jitter

Studio Updates

Global Command 1.6.0 — a faster war online

Multiplayer overhaul
Online play just got its biggest upgrade yet. When a match starts, both players now connect directly to each other instead of routing every order and battlefield update through the server. Orders land faster and armies respond quicker — especially for the player who joined the game. If a direct connection can't be made, the game quietly falls back to the old route by itself; there's nothing to set up.

The game server also got a speed pass of its own, and the ping readout in the pause menu now shows your true connection time to the other player instead of a server round-trip.

Version 1.6.0 is live on the website now, and coming to the desktop build.

October 25, 2026

Global Command: cleaner disconnects, and first steps onto Steam

Multiplayer
If the other player disconnects mid-match — closes the game, loses their connection, whatever — you're told straight away and sent back to the main menu, instead of being left waiting. Clean and simple.

Heading to Steam
Work has started on Global Command's dedicated Steam build. It runs as its own native application (no browser needed) and plugs straight into your Steam profile: your in-game commander name syncs automatically from Steam, achievements unlock alongside Steam's own achievement list, the Steam overlay (Shift+Tab) works in-game, and player/room names now get an extra pass through Steam's own content filtering on top of our existing one.

Still plenty of testing to do before release, but it's coming together nicely.

October 25, 2026

Global Command: the ICBM Truck gets its act together

The ICBM Truck's been getting a proper once-over: it now turns like an actual long vehicle instead of spinning on the spot, its collision properly matches its long hull end to end, re-aiming a force-fire order mid-countdown no longer makes you start the 15 second timer over (unless the truck's actually moved), and it finally has its own FORCE FIRE and AUTO FIRE icons instead of borrowing the Silo's. Also chased down the last of the Translocation Pad rally-point bugs with an automated test rig, and slowed down War Factory and MCV build times. Full write-up on the devlog.

Post Media24-10-2026
Older Updates »

Meet the Team

Norris

Norris

Lead Developer

This is my first game project.
While I am new to game development, I have a background in Computer Science and Software Development.

T-Man represents an exciting challenge and learning opportunity — applying traditional software engineering principles like clean architecture and modular design to something entirely new and creative.

Above all, T-Man is a labor of love built for a very special audience: my daughter, who loves watching T-Man on screen. Combined with my personal fondness for a pint at the pub, my goal is to translate that familiar, chaotic fun into a casual, physics-driven platformer inspired by classic games from the 80s, proving that good engineering underpins great gameplay.

TITAN-0

TITAN-0

"TITAN-0" (Local LLM) — AI Debugging & Asset Wrangle

Operating entirely offline and fuelled purely by electricity, TITAN-0 pulls the graveyard shift sorting out stubborn script errors, cleaning up sprite sheets, and cropping image assets at three in the morning. While it occasionally hallucinates strange variables or suggests code that requires divine intervention, its unwavering patience makes it an invaluable (and entirely non-union) member of the team.

CrimsOn

CrimsOn

QA & Testing "Bug Hunter"

As the youngest member of the crew, CrimsOn brings an eagle eye and endless energy to the testing trenches. Armed with a knack for breaking things in ways developers never intended, CrimsOn spends hours tracking down elusive glitches, testing edge cases, and making sure the game runs smoothly before anyone else sees it. If there's a weird physics exploit or a hidden menu crash waiting to happen, CrimsOn will find it first.

Princess

Princess

QA & Testing "The Wildcard"

Princess is brand new to all this, and that is exactly her secret weapon. Untainted by "developer logic," she plays our builds the way real players do: by ignoring the obvious path, clicking buttons in the wrong order, and accidentally breaking things in ways the veterans never anticipated. As our resident fresh-eyes tester, her natural curiosity and unpredictable playstyle are essential for catching the weird, wonderful glitches the rest of the team completely missed.

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