MY CONTRIBUTION
From specifications to playable systems
I led game design from pre-production through release, covering design documentation, feature scope, playtesting and production planning. My prototype work included movement, jumping and health systems. I also created pixel-art characters and objects in Aseprite. The design role was to connect the film’s premise to a gameplay loop that could be delivered within the project’s scope.
DESIGN RATIONALE
Damage connects feedback to chase pressure
An obstacle collision costs the mannequin a limb and slows the vehicle, bringing the sheriff closer. That links three layers of the system: a collision, a visible change to the character and a consequence for the chase. The damage presentation helps explain the penalty through play instead of relying only on a separate health display.
PROGRESSION
Escalating difficulty within a run
The run becomes faster while randomized obstacles change the immediate challenge. Score therefore reflects survival under increasing pressure, rather than simply time spent repeating the same conditions. A changing day-night cycle adds visual progression during longer runs.
THE BRIEF
Translate a film premise into a loop
I worked with the producers of Death Death on a promotional game based on the film. Its characters and western setting became the basis for a browser-based endless runner. The design task was to turn that material into repeatable player actions, clear consequences and a compact progression structure.
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