The idea of Supraball first took form as the modification Deathball in 2002 shortly after the release of Unreal Tournament 2003.

While game development progressed promisingly in 2012 ties to the business partner revealed demands that were incompatible with the desires of the team and most importantly the game itself. Production halted and the continuing disputes led to a break with the business partner in early 2014. As a now independent team production continued in early spring 2014.

The first Supraball public alpha was proudly released in the same year.

My contribution:


Co-Founder of Supragames UG

Concept Art / Illustration / Webdesign

Post-Production / 2,5D Animation

UI-Design / Gamedesign


© 2018 Aron Hommer