POD#17
POD#17

Indie grit and the body‑cam fever dream behind AAU

# Indie grit and the body‑cam fever dream behind AAU

I didn’t expect a conversation about a gritty body‑cam shooter to turn into a raspberry‑picking parable about focus, friendship, and the price of being bold, but here we are. Talking with Vuk and Filip about their game, AAU, felt like watching a spark catch in real time. We started with the aesthetics — the body‑cam perspective, the heavy shadows, the muzzle flashes that feel like they thump your ribs — and quickly slid into the real story. Two young devs, twenty and eighteen, hustling out of Serbia, dodging controversy on two continents, and bending Unity HDRP until it looks like something people swear must be Unreal. It’s scrappy, it’s raw, and it’s exactly the kind of indie grind that makes me love this scene.

## What we talked about

We dug into the backlash first. A nightclub sequence had people online throwing around words like terrorist simulator, which is wild when you consider the targets in their scene aren’t innocent bystanders. The context gets flattened by the internet’s megaphone, and suddenly you’re defending your intent instead of your design. They toned it down. It wasn’t their preference, but it was the trade they made so creators would still touch the game. It’s the kind of choice you make when you want a project to have a life, not just a headline.

From there we got into the build itself. They used motion capture for a few critical moments, then ran out of budget and improvised. Picture an empty room, a phone camera, a developer jumping around like a stunt reel, and Blender fixes frame by frame. AI helped them track rough body positions, but human hands still did the smoothing. It’s clever, not glamorous. Most of the game’s assets were built or customized by hand. They drove to multiple Serbian cities, grabbed thousands of reference photos of post‑communist architecture, scanned graffiti, rebuilt old cars and signage, and tuned everything so it feels like a place with history, not a kitbash.

On the tech side, the body‑cam look started as camouflage for rough visuals and evolved into the game’s signature. A VFX friend dropped by, told them to chill the noise and fisheye, and the result kept the feel without making players nauseous. Under the hood it’s Unity HDRP with a lot of personal sauce: custom indirect lighting tricks, baked scenes where it counts, DLSS support, and ruthless optimization. They mentioned running the game on a school PC with a painfully modest GPU and still touching around thirty frames. That doesn’t happen by accident.

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From a business perspective, the numbers are the numbers. Steam takes its cut. Engines and partners take theirs. Publishers can accelerate you, but you will feel the bite. I’m not anti‑publisher. I’m pro clarity. If your upside is getting shaved to the bone and you believe your game can stand on the strength of its ideas, you wait for a partner who brings undeniable leverage, or you build your own distribution muscle. In the meantime, keep the pitch simple, keep the demo tight, and let creators do what they do best: react.

Finally, the density of AAU matters. They’re packing two hours with real variation. The fairies, the trenches, the chapel quiet, the old Yugoslav car that coughs out of gas, the Soviet truck you have to move, the feeling that every corner has some new problem to solve. Short games can feel premium if every minute pulls its weight. I’d rather have ninety minutes that raise my pulse than ten hours of fetch quests.

## My closing thoughts

I walked away from this one energized. Not because everything was clean and certain, but because it wasn’t. Vuk and Filip are building in the open with a stubborn kind of hope. They’re willing to get criticized, to pivot when it serves the game, and to tell a story where nobody gets to be the savior. That takes guts.

If you’re an indie dev, there’s something here for you. Respect the grind. Protect the builder’s time. Don’t mistake controversy for vision. Let constraints point you toward a style that only you could pull off. And remember that you don’t need a ten‑hour campaign to feel complete. You need a world with a pulse and systems that make you think before you reload.

As for me, I can’t wait to put hands on AAU and see if the fairies catch me flat‑footed. I want to feel that chapel breathe. I want to test how mean the ammo model really is when my nerves are loud. Most of all, I want to see two young devs who bled for a thing watch players finally step into it. That’s the moment we all chase. Here’s to bold swings, early mornings, and games that feel like they were made by people, not committees.

Episode Info

EpisodePOD#17
Featured GameA.A.U.
GuestsVuk & Filip
Tags
indie game developmentUnity HDRPbody cam shooterSerbian indie devsAAU gameoptimization and DLSScontroversial gamesmyth‑inspired horrorSteam wishlistspublisher deals
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Then we hit the design spine. AAU, the Anti‑Anomaly Unit, isn’t Ghostbusters. It’s a contractor force that “resolves” social anomalies. Everyone is compromised. The tone is nihilistic on purpose. You’re not the hero. The story leans into Balkan texture and myth — those forest spirits that taunt you from the dark, the relentless feeling that something is near but unseen — and pairs it with tactical scarcity. The ammo system is unforgiving. If you reload early, you lose the rounds in that magazine. It forces intent. The whole thing plays like a fever dream that refuses to explain itself unless you earn it through collectibles and careful attention.

We also talked business. Wishlists were sitting around a few thousand because they shipped nearly zero marketing while they hammered the build. Now they have outreach in motion, including around eighty YouTubers across languages and regions who asked for keys. Two big publishers are in the picture with terms that would swallow a chunky slice of revenue. You can feel the tension in their voices. Do you trade equity and upside for distribution and stability, or do you keep grinding and let the product talk? There’s no perfect answer, just a direction you choose and live with.

## What stood out / lessons learned

The first thing that stuck with me was how clearly they understood the difference between controversy and craft. Shock for shock’s sake is cheap. They weren’t chasing that. They were chasing mood and meaning, and sometimes that collided with audience fears. They made a call, adjusted the club level, and moved on without losing the spine of the game. That’s not selling out. That’s knowing the difference between your core and your coat of paint.

Another thing that hit me was their willingness to do boring work at an almost heroic scale. Contracts, outreach, support mail, corralling a forty‑person QA crew, all so Filip can get ten uninterrupted hours of development. That’s how indie teams punch above their weight. You split roles by necessity, not ego. One person keeps the noise away; the other makes the thing better. It’s not glamorous. It’s how you ship.

The body‑cam choice is also a lesson. They didn’t pick it because it was trending. They discovered it was a way to hide limitations, then refined it until it felt authentic. It’s a reminder that constraints can be a design gift. When your budget says no to a mocap studio, you jump around your apartment and fix it in Blender. When people assume HDRP means plastic lighting, you bake what you can and push your own indirect solutions. When you can’t afford an army of animators, you use AI to rough in joints and accept that the last ten percent still belongs to human hands.

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