top of page

Role: Art Production, Gameplay Design

Genre: 2D TopDown Combat
Engine: Unity 2D

Team size: 32

Description

A 3-stage boss arena demo for a rogue lite game in which player is a cat genie trying to escape a dessert temple. This is a creative take on the GMTK jam topic — loop.  The player has to shoot their projectiles towards the out wall of the arena, the projectile would circle around the wall until player shoots them towards the enemy. The projectiles doesn't deal damage without entering the outer wall.

Design Process

Starting the design

The theme this year was "loop"

with these said, for Visual aesthetic:
We wanted a

Challenges

Reflect & Learn

Responsibilities

As the art director, I:

  • Coordinated art production pipeline for a team of 30 people across 8 timezones.

  • Managed task distribution with kanban boards on Miro

  • Communicated with other disciplines regularly to provide updates on progress and necessary clarifications.

What I learned?

  • effective communication within a large team

  • art production and direction

What went wrong?

  • lack of learning curve became a problem for new players (cons of having boss arena as the entire game)

  • the current game jam version felt more like a vertical slice instead of a complete small game experience

bottom of page