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Demo game project

Work In Progress / 29 September 2021

My sister and I are currently working to create a demo of a thriller, mystery-solving visual novel.

I am currently creating all the environments, some props, as well as doing the programming for the game in Python- using "Ren'py" as our game engine.

Attached are the placeholder images used for the chapter one demo of the game.

Bedroom (environment):


Living room (environment):


Spaghetti Bolognese (prop):



Myth of the Fateweaver character concepts

Work In Progress / 06 April 2021

A new side group project I’ve been working on- Myth of the Fateweaver art wise is heavily influenced by fantasy, anime-style RPG’s. Here are a few of my concepts of the main character. What inspired her non-polished attire is that she is a non-trained knight on the run.


  

  

Above are several concepts and thumbnails of the protagonist of in both skirts and pants.

More Enemies!

General / 24 November 2020

These are prototypes for the enemies that I had created for Planet Unknown's level 2 which ended up being cut.

Spike enemy

The spike enemy was concepted to send a 'spike wave' towards the player when attacking. The environment plan for level 2 was going to be a cavern-like/ rocky environment; so I came up with the idea of a heavy rock enemy since the decided attack was the enemy's fists smashing to the ground. The design of the spike enemy also includes glowing eyes since the environment is supposedly a dark cave, as well as moss and mushrooms to make the enemy seem like it has aged over-time, and therefore fungi had started growing on it.

Spike enemy walk animation

The enemy prototype is animated to be stomping to portray "weight". However, I believe the walk cycle resulted in being more of a march rather than stomp.


Spike enemy attack animation

The attack animation was planned to be the enemies' heavy fists smashing to the ground- but resulted in being too light and ineffective. I would like to re-animate the 'attack' animation to portray more aggression and with more impact.


Spike enemy attack pause animation

The enemy was planned to send two waves towards the player with a pause in-between waves. I wanted the pause to be visible to the player, so that is it clear that the enemy isn't finished with its' attack. So I animated the enemy's glowing eye's and mushroom's to flash red while the fists are on the ground.


Drone enemy

The drone enemy was concepted to be hovering in a marked circular path area. And when a player enters the area, the drone follows and attacks the player until player exists the area. The drone enemy design was inspired by the shape of a prawn, since the "unknown planet" used to supposedly be inhabited by prawn-like aliens. Subtle hints of this is shown throughout the level due to underground fossils and old paintings.


Drone enemy idle

Since the drone enemy hovers; a walk/move animation wasn't necessary, especially for the prototype. So I came up with an "idle" animation that is subtle to indicate when the drone enemy is not in attack mode.


Drone enemy alert
Drone enemy enters  "alert" mode when the player is visible to it by entering the drone's marked area.


Drone enemy attack
 As title states; after the enemy is alert, the attack animation is triggered. The attack animation consists of a laser shooting from underneath the enemy since drone enemy is hovering in the air above the player.


Planet Unknown Environmental Trees

General / 16 November 2020

I worked on several environmental assets for the group project- Planet Unknown. After looking at references for strange alien-like trees, I came up with the idea of these "antler" trees to fit the strange, unknown planet the game is based around. The colour scheme of the teal-green and light purple was created to match the ground, that are made of similar colours.

Antler Tree (low-bit)

I came up with two designs for the antler trees, however I ended up using just the left design. The other design with the grooves in the trunk ended up standing out too much from the background.

After creating the low-bit trees, I created a high-bit version to place behind so that the pixel resolution would be consistent.

Antler Tree (high-bit)


  

Standard Trees

The second type of tree I created is what one would call a "standard" tree that doesn't distinguish too much from a typical tree. The only distinct features would be the bright coloured leaves, and possibly the purple-grey trunk.

I came up with several variations for the standard tree to add contrast between the trees. There is one tree with a small prawn in the leaves as a small Easter egg within the game.



Separate Tree Pieces

I made separate tree pieces to mix-and-match different variations of the high-bit antler tree, with different, more cloud-shaped leaves. I created the leaves to be grey-scale so that the colour can be easily changed within the game engine (Unity).
  

Enemy redesign

General / 19 August 2020

Redesigned the vine enemy by adding purple leaves for the enemy for more contract against the background. I also fixed the animation by "smoothing" it out, due to the prototype animation being a little more "choppy" 

First GIF is enemy in the prototype, and second GIF is early stages in major production.


Vine enemy "attack" animation:

Edits:

  • Mouth closes fully instead of midway
  • Added purple leaves for contrast against background
  • Added squash and stretch to portray flexibility


Vine enemy "idle" animation:

Edits:

  • Enemy head rotates backward instead of forward due to "walk" animation changing to "idle" (enemy type changed from walk to static). by enemy head rotating backward, portrays the "idle" affect
  • Added purple leaves for contrast against background
  • Added squash and stretch to portray flexibility
  • Enemy head moves after body

Planet Unknown Prototype

General / 10 August 2020

Prototype's enemy attack animation

I am currently working on a group project; Planet Unknown. Which is a pixel-art platformer where there is puzzle-solving, combat, and exploration. I worked on the enemy designs, enemy animations, as well as the U.I.

Enemy final concept

Due to the environment being a jungle biome- I came up with a concept for the enemy to be "plant-like" so it could be influenced by its surroundings. I used several references, one example being a Venus flytrap. This colour palette was created for the enemy to "pop" out of the scene whilst still making sense of its existence.


  Enemy "attack" animation


  Enemy "walk" animation


  Concepts for animation

Several concepts were made for the designs and animation of the enemy.


Enemy root first concept

Due to the root forming as a "wave" toward the player, I came up with this concept so when roots are placed side-by-side, they would form a "wave".

Enemy root final concept

Enemy Root concept was changed due to the roots acting as spikes, when touching the player it is supposed to inflict damage- Although the with the first concept having a "bent" point, the attack wouldn't make as much sense compared to if the point was sharp, portraying "danger".