top of page

DEATH DEATH

ROLE

LEAD GAME DESIGNER

DESCRIPTION

Based Off The Movie DEATH Death made Intune With Producers to promote the movie. The game involves you endlessly running through a desert jumping over randomized obstacles. Players will compete to see how long they can last attempting to get a higher and higher score without losing all their limbs as the speed increases!

PLATFORM

PLATFORM

PLATFORM

Web / HTML5

Web / HTML5

Web / HTML5

YEAR

2023

GENRE

SIDE SCROLLER

PLATFORM

Web / HTML5

PROGRESS

COMPLETE

VISION

ORGIN

The inception of this project stems from "Death Death," an upcoming indie film. Marissa Ruben, the visionary behind the film, approached me to collaborate on a unique venture. The challenge was to create a game that not only serves as a promotional tool for the film but also delves deeper into its narrative and core premise. Our collaboration goes beyond conventional promotional efforts. It's about crafting an interactive experience that seamlessly integrates with the cinematic world of "Death Death." By intricately merging storytelling elements, characters, and thematic nuances, we aim to offer a gaming experience that not only promotes the film but becomes an integral part of the narrative tapestry.

BEHIND THE LENS

Navigating the film-to-game adaptation was both thrilling and challenging. In the initial phases, our process began with envisioning how the game would play, extending to prototyping a health system that determined player survival after a set number of hits was another focus early. We then designed character movements, incorporating features like jumping and automated movement. Once these essential elements were established, our exclusive focus shifted to meticulous polishing, elevating visuals across characters and the user interface. This ensured a seamless integration of challenging mechanics with visually captivating elements, encapsulating the essence of the film's narrative in the gaming experience.

BIG PICTURE

BIg picture the game mirrored the concept of the classic google dino game, featuring a unique twist a car with a jumping mechanism carrying a mannequin that gradually loses limbs upon damage, impeding the car's speed. The objective was to elude the pursuing sheriff, as their capture marked the end of the game. This design not only showcased the narrative intricacies but also emphasized world-building and aesthetic elements

NARRATIVE

CHRONICLE

Marcus is as steadfastly unforgiving as her half sister is eternally hopefully about the story of their family. After a trying road-trip with their dead mom (played by a charming plastic mannequin), the sisters will ultimately learn that choosing the narrative of their troubled relationships, and having the authority to do so, is the superpower of grief and love.

IN THE WORLD

The intricate narrative of the game hinged on the meticulous crafting of character elements and the atmospheric setting, with Sheriff Rooney taking center stage as the primary antagonist. The storyline unfolds as the main characters, accompanied by the limb-dismembering mannequin, embark on a thrilling escape from the relentless pursuit of Sheriff Rooney. Through careful attention to character development and setting, we aimed to immerse player in a realm where world building is key to the narrative.

GAMEPLAY

CORE

At the heart of the gameplay lies an intense endless runner experience, where players navigate the relentless pursuit of Sheriff Rooney. As they sprint through the dynamically shifting landscape, a myriad of obstacles demands adept jumping skills. Failure results in the loss of limbs, akin to a health system, causing a deceleration that allows Sheriff Rooney to close in. On the contrary, mastering each obstacle not only preserves the character's limbs but gradually accelerates the gameplay, intensifying the challenge. The immersive journey is further heightened by a stunning day-night cycle, unfolding as players progress, rewarding them with a visually evolving environment that adds depth and visual splendor to the escalating difficulty of the game.

LOOP

The intricate gameplay loop unfolds as players embark on a quest to push their limits, venturing further into the game's dynamic environments with an exploratory allure. This immersive journey is complemented by a parallel loop focused on high-score accumulation, serving as a central element that transforms the game into a personalized challenge. Achieving an initial score of, say, 200 acts as a stepping stone, propelling players to elevate their performance, that 200 quickly turns into 400 granting a gratifying feeling. This dual-layered dynamic not only imparts a profound sense of accomplishment but also fosters an enduring motivation, ensuring players are consistently drawn back by the rewarding pursuit of surpassing their own past scores.

VISUALS

STYLIZATION

The visual design process involved extensive deliberation to identify the most fitting aesthetic for the game. After careful consideration, we concluded that pixel art would be the ideal choice, providing a unique and stylized look. Subsequently, I immersed myself in the creative process using the Aseprite software, meticulously crafting characters and objects to breathe life into the game. The pursuit of a stylized appearance led to numerous iterations, refining characters and assets until we achieved a visually compelling final result. Opting for pixel art not only expedited development but also afforded greater control over the game's visual elements. Along with many post proccess effects we were able to strike something that visualy screems western but also gives a nostalgic filmic feel being the movies niche taking place in the 80's. In adhering to the western theme, we curated color schemes dominated by desert reds and yellows, establishing a cohesive and visually appealing western aesthetic that resonates throughout the game.

UI

the interface predominantly adhered to the game's color schemes and design principles, prominently featuring western-inspired tones such as reds and yellows. A pivotal decision was incorporating a brush painterly theme into various UI elements, including fonts and background components. This stylistic choice not only enhanced the overall visual appeal but also contributed to a cohesive yet bold aesthetic, echoing the essence of the western theme. The UI elements, adorned with painterly brush strokes, collectively added a touch of artistry to the interface, fostering a distinctive atmosphere that resonated seamlessly with the game's overarching western vibe.

SOUND

AMBIENCE

Imbued with the spirit of the western 80s setting depicted in the film, the incorporation of folk music and country songs became an integral facet of the game's auditory landscape. Drawing inspiration from iconic artists like the Grateful Dead and Neil Lavang, we aimed to authentically capture the essence of that old-school yet retro western vibe. Additionally, we curated a selection of generic, free-to-use western folk instrumentals, further enriching the musical palette. This meticulous curation of music not only paid homage to the film's thematic roots but also elevated the gaming experience

FX

In crafting the audio effects, a paramount goal was to capture the essence of the film's 80s setting. To achieve this, I incorporated nostalgic beeps and boops and thuds sounds reminiscent of early 90s and 80s video games. This deliberate choice not only bestowed the entire game with a pronounced retro vibe but also ensured distinct auditory feedback when taking damage or executing jumps. The nuanced sound design not only contributed to the overall retro atmosphere but also enhanced the gameplay experience, providing players with a gratifying sonic backdrop that seamlessly blended with the visual elements, further reinforcing the nostalgic allure of the game.

bottom of page