Adrenaline
Adrenaline is a last-man-standing first-person shooter, focused on network and online multiplayer battle.
A lot of different tools were employed to bring it to life. The game itself was developed on Torque Game Engine, the world was built on Quark, the items were created on Milkshape, and the texturing was done on Paint Shop Pro.
There were only two of us, and not a lot of time to put this all together, but in the end, we had a lot of fun, learned a lot along the way, and ended up with a grade of 18 out of 20 for our final project class!
Role | Programmer |
Company | ESTG Leiria |
Dates | February 2007 – July 2007 |
Genre | FPS |
Platforms | Windows |
Technologies | Torque Game Engine, TorqueScript, Quark, Milkshape, Paint Shop Pro |
Status | (School project) Delivered, final grade of 18 out of 20. |

Adrenaline’s rules live up to its name
When it came to designing the rules, we were of a like mind. We abhorred campers, and we wanted the game to be fun even if only two players were online.
We set out to instill some bloodlust on our players, so we had their life energy constantly drop throughout the game. The only way to raise it: to absorb the energy of others. They’re unlikely to let it go easily though. But that’s what the laser minigun is for!
Onwards to the real world!
Thanks to Adrenaline, me and my colleague Flávio Timóteo, were invited straight out of college to form a game development effort in Mérida, Spain, together with the local college – Centro Universitario de Mérida, and a design company, Glow.
Together, we would move on to create Chapas, our first professional project!