Prism Breaker is a game inspired by the mascot platformers of old made by a team of 5 students in the span of 8 Weeks. It features multiple different mechanics such as the 'Spectrum Shift' ability that gives players the options to traverse the various levels in creative and interesting ways. The game focuses on High Velocity movement and platforming to create an exciting experience for the player.
I was in charge of the game's primary design and creative vision overall. I also provided the character art and animation, as well as the narrative.
The characters were designed with color and personality in mind first and foremost. They not only stand out from the background but also have expressions that can be clearly read despite the fact that the game is based primarily on pixel art. Fluidity of movement was also a crucial point that was emphasized on the animation. Since the game has such an emphasis on speed I really wanted the characters to look great in motion.
Working as Creative Director provided a unique challenge that allowed me to interact with the various sections of the Game Development pipeline that I otherwise wouldn't have dealt with. As the primary designer: I got to dictate the game feel so it ended up as solid as the art direction.
Chroma is the playable character in Prism Breaker. His sprites are inspired by the 4th generation consoles graphics but aren't limited by the same color palette restrictions. There was a focus on both the fluidity of movement and the expressiveness when it came to designing and animating the sprites
Like Chroma, the enemies were designed with fluid motion and expressiveness in mind. Despite having a simple programming and design I tried to give them multiple frames of animation to make them visibly interesting
The antagonist of Prism Breaker. Jet's sprite sheet more so shows off the various effects and attacks he utilizes in his boss fight. Unlike Chroma he is nearly always airborne to give him a more powerful and intimidating visage.