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Cloud Buster

Cloud Buster is a fast paced 2D platforming experience, with an emphasis on bright sprite based cyberpunk aesthetics.  The player navigates across the rooftops of futuristic cities with their advanced  mobility, building up their score, and evading dangerous robotic enemies.

Playable build:

Credits

Programming - Sarita Sou
Art direction & asset creation - Andrew Qiu
Art direction/documentation - Adam Pacheco
Level Design - Jordan Zugelder
Documentation - Jenna Seong, Jordan Zugelder, & Sarita Sou

Responsibilities

- Ensure concept sketches are available to be used in feedback loops
- Ensure tile sets are delivered on time
- Ensure character sprites & animations are delivered on time
- Ensure aesthetic parity between game assets
- Ensure a viable lighting implementation for the game

Preliminary Build & Ideation

Asset Creation & Implementation

Challenges

Much of the game’s challenges came from unfamiliarity with sprite tile sets and animation sheets. However, through the course of the game’s development, the group was able to more intuitively grasp the techniques and skills involved with creating such assets.

Another challenge posed by the game involved the original scope of the game. Due to the original length of the game being too ambitious for the imposed time limit, it became a significant challenge to implement all of the proposed features. As a result, the game was down scoped to around half of its original length, with elements such as enemy variety and unique art being dropped to compensate. For exaample, there were originally 3-4 enemy variants planned, each with their unique attacks and traits. Likewise, the game's original scope of having two levels was downsized to just one, resulting in level two's tile set no longer being required.

However, as a result, the core elements of the game, such as the fluid movement mechanics, and the cyberpunk aesthetic, were able to be further refined with the extra development time this allowed.

Lighting & Final Build

Skills & Knowledge Gained

Various skills were also gained and refined throughout the course of the project, such as experience in designing tile sets, characters, and animations. Through seeing how they benefitted team dynamics and time efficiency, the importance of rapid concepting and iteration through feedback loops was also learned,.

The most memorable portions of the project was the work on sprite assets and animations. Though it was challenging, it was interesting to develop various skills and techniques in a different medium. In this manner, continuing to explore skills involving art asset creation, design, and animation would prove to be advantageous. Such disciplines were found to be enjoyable, and may likely be taken advantage of in future projects.
 
Likewise, other new techniques learned and employed throughout the development of the game, such as glow/bloom effect implementation, may be used to great effect in future projects to increase visual interest and create pleasing aesthetics.

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