EKERIK KELLEY
TECHNICAL GAME DESIGN
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Death Death

A film’s identity, translated into a playable chase.

ROLELead game designer
TOOLS / PLATFORMWeb / HTML5
PROJECTReleased / 2023
Death Death gameplay
Watch full gameplay video ↗

MY CONTRIBUTION

Own the loop, then polish the feeling

I led game design from pre-production through release. I wrote the design documentation, scoped features and worked on movement, jumping and health-system prototypes, alongside playtesting and production planning. I also made pixel-art characters and objects in Aseprite.

DESIGN RATIONALE

Make damage visible—and consequential

Hitting an obstacle costs the mannequin a limb and slows the vehicle, letting the sheriff get closer. The player can see the damage on the character and feel its effect on the chase.

PROGRESSION

Pressure that builds with the run

The run gets faster and the obstacles are randomized, so staying alive becomes harder as the score climbs. The day-night cycle also changes during longer runs.

THE BRIEF

Turn a film into an interaction

I worked with the producers of Death Death to make a promotional game based on the film. Its characters and western setting became the basis for a browser-based endless runner.

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