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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