About Scenic View

Hello! My name is Max Ramirez and I am a solo indie game developer. I have worked in the video game industry as an artist for over a decade. A few years ago I wanted to build a game that I'm truly passionate about. So I began a journey into learning all aspects of video game development. Ranging from design, to engineering, I wanted to gain a holistic perspective on how great games are made. By diving into every discipline, I began to learn how everything is intimately interconnected. This led me to create Raindrop Tactics and establish Scenic View.

Current Project

I am currently developing Raindrop Tactics, a top down shooter set in a fictional post-apocalyptic country devastated by nuclear war. The game has some survival and RPG elements, like crafting and base building, though the story line is my main focus at the moment. Set in an alternate universe, Kovornisk is a wasteland frozen in time. There are remnants of future technology scattered across the land, though most of the country was abandoned for years. Fast forward a few decades later, the USSR has now evolved, and is one of the only standing global super powers. With advance technological breakthroughs, the regime is now retrofitted with otherworldly equipment, making them a formidable opponent. After years of secrecy, a small group of scientists make a breakthrough discovery on a powerful super weapon. With precision accuracy, the orbital laser can obliterate anything in it's path. Who ever controls the newly discovered weapon, will change the tides of humanity. Capture the Raindrop antenna, and unleash it's untapped power!

History

Raindrop was originally conceptualized as a Source Engine mod around 2009 by Nihad Nasupovic. Shortly after, I joined Nihad to help build 3D assets and environments. Countless hours, days, and long nights were spent planning and developing the mod as a side project.


In 2013 we decided to switch from the Source Engine to Unity in order to create a full game instead of a mod. During that same year we launched a Kickstarter, which unfortunately was unsuccessful. Undeterred from that, we still continued to develop Raindrop on our free time. In 2016 we finally ceased developing Raindrop due to a variety of reasons. 


Fast forward to 2019, after gaining several years of experience in the industry, I set out on my own to continue making my dream game. This time, I wanted to make a smaller, more manageable project with a more defined scope. Something that I had full control over. So I went back to the drawing board and reworked all of the assets that I made over the decade and began prototyping what you see today.

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