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From Hong Kong to Tokaido: My Journey Making an OMSI 2 DLC with Aerosoft

A topic by Shiko Sama | HK 3D Scene& UX Artist created 8 days ago Views: 73 Replies: 1
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I never studied game design. For six years, I worked as a telecom technician in Hong Kong—installing fiber, climbing rooftops, fixing routers. But my real passion lived elsewhere: in 3D modeling, simulation games, and the dream of creating worlds.

Somehow, this strange path led me to develop Project Numazu, a Japanese coastal bus simulation DLC for OMSI 2, published with Aerosoft (Germany). Here’s the story.

How It Started

Back in school, I discovered 3D through SketchUp. Later, I fell deep into OMSI 2, an old but beloved bus simulator released in 2013. It wasn’t shiny or modern, but it gave me something powerful: the ability to recreate real streets.

I started small—my own neighborhood in Hong Kong. A lamp post here, a street corner there. Slowly, I realized this old German sim could capture the atmosphere of Asian cities in a way no other game did.

From Struggles to Breakthrough

Hong Kong isn’t the easiest place to be an indie developer. I had no funding, no formal degree, and even went through personal bankruptcy. But passion was stubborn.

In 2024, I reached out to Aerosoft with a portfolio. Months of emails later, they gave us a chance. Project Numazu became an official DLC, with cross-border production between Hong Kong × Guangzhou × Germany. Aerosoft even supported us with milestone funding—helping me upgrade hardware and outsource Japanese sound design.

Building Numazu in OMSI 2

OMSI 2 is old. Its engine predates Aqours’ debut (yes, that’s 2015!). But instead of chasing graphics, I focused on atmosphere:

  • Real bus routes from Numazu, Shizuoka.

  • Port districts, morning traffic, evening rush.

  • Details like fish markets, the giant water gate, and the city’s coastal rhythm.

When we launched our first trailer, I expected a quiet reception. Instead, in 8 days it reached nearly 8,000 views on YouTube, with over 250 likes. Taiwan’s largest game media, Bahamut GNN, even covered it. Suddenly, what started as a niche sim mod had an audience.

Looking Ahead

In September 2025, I had the chance to present Project Numazu at Tokyo Game Show’s German Pavilion—a surreal milestone for someone who once spent nights fixing fiber lines on Hong Kong rooftops. Meeting players, press, and even city officials who recognized the map felt like a dream turning solid.

The journey doesn’t stop there. This December, I’ll be part of SIGGRAPH Asia 2025 in Hong Kong, bringing both the DLC and my broader indie projects to an audience of artists, researchers, and developers. It feels like the perfect bridge: from simulation enthusiasts to the wider creative tech world.

Why Share This

I’m posting this here because I know many indie developers struggle with the same doubts I had: no degree, no funding, no “perfect” engine. But passion + persistence + community really can move things forward.

If you’re curious, here’s the trailer page👉

Thanks for reading—and if you’re also building something against the odds, I’d love to hear your story too.

does asian mean no one care?