A Kicker Ocean

Project Overview:

"A Kicker Ocean" is a comedic and energetic action platformer created within a two-week timeframe for a graduate-level class assignment. The project tasked our small team (Cheemis, Bo Hu, Zongheng Cao, Dazheng Zhu, and Lixiao Tian) to build a compelling game experience centered around the words "Hit" and "Kick." The result was a humorous, ocean-themed adventure inviting players to battle through colorful aquatic creatures using responsive controls and engaging combat mechanics.

My Contributions – Art and Visual Design:

In the project, I served as the primary artist, responsible for creating and maintaining a consistent and appealing visual style. My tasks included:

3D Modeling and UI Elements:

Alongside pixel art, I created select 3D assets and screen elements (such as UI shells, floors, and walls). These assets were intentionally designed to blend seamlessly with the game's primary 2D aesthetic, offering additional depth without distracting from gameplay.

Background and Environmental Assets:

Throughout the project, I worked iteratively to improve background designs, seeking clarity and visual balance. I experimented with different palettes and visual themes to ensure that players could easily distinguish characters and interactable elements from decorative aspects of the environment..

Pixel Art and Sprite Animations:

I developed the majority of the game's 2D pixel art, crafting both characters and environmental elements. This involved carefully animating character actions such as movement, attacks, and defeats to clearly communicate gameplay feedback while preserving a fun, cartoonish feel.

Player Character:
The main character embodies a humorous, exaggerated design to amplify the whimsical mood of the game. Clear silhouettes and lively animations reinforce responsiveness and player feedback during gameplay

Enemy Design:
Enemy designs were particularly enjoyable to craft, revolving around aquatic-themed creatures infused with comedic attributes. Distinctive animations like attacks, movements, and death sequences provide clear telegraphing for player strategy and reaction, balancing gameplay intuitiveness and entertainment.

Environment and Iterative Background Art:

The background underwent multiple iterations to better communicate the vibrant yet humorous nature of our game world. Initial designs were refined through multiple feedback loops within the team, achieving a final result that is both visually appealing and supportive of gameplay readability.

Level Decoration and Supportive Asset Creation:

In addition to art asset creation, I supported level layout and decoration. My goal was to ensure assets not only contributed visually but also supported gameplay clarity, such as using specific decorations to subtly guide players or indicate areas of interest.

Reflections:

Working within a tight schedule emphasized the importance of clear communication and iterative design. Collaborating closely with my teammates enabled me to refine visuals effectively, balancing artistic expression with gameplay practicality. This experience helped me gain insights into efficient asset production, visual clarity, and teamwork, all critical for future projects.

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