Category: 2D

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A Robo-repair simulator for mobile devices!

Little Broken Robots is a game that been a long time in the making. The original prototype started out as a post apocalyptic zombie survival game, which is far different than what it is now. You can see the visual progression of the game HERE. LBR has been hand crafted with as much love and time that we could put into it, and then some. We’ve filled it with secrets and polish that really makes it feel like a living thing, rather than a minimalistic puzzle game that the App Store is filled with. We hope that you love playing it as much as we loved making it.

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An Adventure Game Based Around Ice Climbing and Grappling. Winter is Here…

A game where you play as a stranded climber during the beginnings of the Lustrum, an ice storm that wipes out humanity every 100 years. You have the power to stop it…….if that is really what you want. Made with the very talented Jack Zackowitz @crabowitz as a fun side project that we are seriously dedicating some time to. Like, for real, we met up over a weekend, okay? Demo to come soon. :D

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ANIMAL FREAKING JOUSTING!!!!! – Ludum Dare 38

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OR

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A jousting, card battler that @SimianLogic and I made for the Ludum Dare Jam. WHOOP WHOOP! Build a jouster, battle for King, RULE THE WORLD!

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Sexy Sprayer for iOS.

Check it out on the App Store now! Also, here is a list of some interesting publicity and reviews:

“Simply amazing ” 5/5 - by sdimmick

I can’t get enough of this game. I feel like there’s always a better, faster way to beat each level. The concept and the artwork are just hilarious. A+, will be playing for quite a while.

“Awesome.” 5/5 - by God Slayer

Found out about this game through the story on Kotaku. Congrats on approval!

“Sick!” 5/5 - by Schibo4

Probably what Gauntlet looks like on an acid trip.

“Slightly addicting!” 5/5 - by Jake_of_atl_trades

Every time you get a little further it gets weirder and you have to play more. Definitely a good one. Great retro music and graphics.

“It’s Getting Hot in Here” - by WDGP

The best early plot twist in videogaming this year, or perhaps any year…VIDEO

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Hot Mess is a game by Secret Library. In Hot Mess, you play the role of a malfunctioning, fire-fighting robot who mistakes the fires of love and compassion for those which he needs to extinguish. You run around spraying naked people…that’s the pitch.

The game plays top-down in perspective with front facing sprites, and has a vibrant and contrasting color pallet. You play through many different “love motels” and extinguish the lovers within them, causing them to fall into a damp anger as you have ruined their passionate evening. Extinguishing lovers causes you to “boost” with computastic glee and trample anything in your path for just a few seconds. Spraying lovers while boosting causes a “chaining” effect causing an infinite boost which is key to completing a level in as little time as possible.

Here’s some art and stuff.

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(Bouncer Robots: Idle and Chasing)

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(Lovers: Idle)

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(Player: Movement)

Images provided by Secret Library with permission.

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Social music creation game on Facebook. Created venues, UI elements and animation pipeline for characters.

While working at Mowgli on Songster I was resposible for the creation of most of their 2D art for the game. I created many venue backgrounds for the player to perform on and the outfits that she could wear. I also defined their animation pipeline and created the templates necessary to get all of the content into the game at the lowest cost possible. After deciding to implement a map system, I created the in-game map and all of the content that would be used for venue branding such as the buildings and banners. I was also responsible for creating modular interstitials, such as when a player Levels Up, where the rewards and content could be procedurally generated, as well as Facebook ads and email announcements.

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Creating all 3D content and Textures.

We started this project as an entry to the Ouya Create competition and have kept working on it since. We came into the competition a bit too late to get it completed in time but we believe that we have something worth continuing to work on. As the title suggests, it plays as a homage to Smash TV with procedurally generated rooms and the addition of upgradable weapons and perks for each player. We are also introducing a proximity mechanic which we call auras. Players within a certain distance to the activated aura get the temporary buff that it gives.

The art style was super rushed to begin with to fit into the constraints for the competition. We’re still playing around with different themes and concepting different styles but whatever we decide on will be well worth the time spent. We’re still working on it so stay tuned.

Game Design by Patrick Rossetti. Programming by Burton Posey.

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Made with Flash, top to bottom.

Constellar is a game that I created where you play as a Sun who is tasked with setting constellations throughtout the cosmos. Your enemies, the angry Space Clouds, do not want you to succeed because the creation of constellation will create so much heat that the Space Clouds will evaporate. The Space Clouds will pick up the small stars when they cross over them and add them back to your Star pool. However, if the clouds touch you their angry Moisture will put you out!

This is just the basic prototype inspired by scrolling shooters and games like Super Crate Box and Ad Nauseam 2 where the entire game is played on one screen. The visual aesthetic is not yet defined but the information needed to play is clear enough for a playable prototype. It is set up like a scrolling shooter with the ability to introduce different enemy types, obstacles, puzzle mechanics and levels.

This game is Flash based. Click HERE to get Adobe Shockwave if the game does not work.

Instructions:

Use Arrow Keys to move
Press “X” to place a Star
Press “Z” to pick up a Star
Press “Space Bar” to Shoot

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It’ll be made, one day. Did concepts, level overviews and developed look and feel of the art style.

This was one of those “shoot for the stars” kinda games that ended up being too high of a scope for us to tackle with such a small team. You played as a young adventurer who is trying to get out of an extensive dungeon. After meeting a demon, he gives you the ability to meld with him and shift in and out of two dimensions (hence the title, “Spirit Shift”). It plays like a side scrolling puzzle platformer where the introduction of new mechanics such and upgrades of old ones allows for extensive exploration and puzzle solving. The levels were to be laid out in a Metroid-vania style with hidden relics and rooms to reward the exploration that we wanted players to pursue.

I began concepting characters and environments in my spare time to get the visual aesthetic of the game going. We decided on the screens below as the style that we wanted and the pipeline for our content.

Game Design by Patrick Rossetti. Programming by Ari Velazquez and Todd Hooper.

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So I felt like drawing……

Just a collection of random pieces that I have done; recently or far in the past. The two portraits were speed paintings to try and get my brush strokes a lot more loose and painterly. They were each done in about 30 minutes. Some of the pixel art was done for a game for a student group project called Orb. Otherwise, pretty random.