Starting off on the table, in front of a hearth.
You explore the witches home, as an armless frog.
There are a range of interesting insects and tinctures around the witches cabin.
Environment items for The Cursed Frog
Props for The Cursed Frog
The frog's walk and jump cycles for a quick animation.
This style used graphic shapes, with painted textures to give form and movement. It features a range of colour palettes, from vibrant to neutral with accents, to higher contrast settings.
This style applies bold shapes to create simple, yet characterized sombodies and settings. Some feature line work in balck or colour, while others have simpler shading, if any.
This style, which we ultimately went with, has jagged, simple shapes, with a textured background. To me, they all comingle into a patchwork of pieces because of the shared colours and texture, which is why I called this style "patchwork".
A range of duck designs for the main hero character, presented to the team.
These items can be found floating throughout the levels of Ponder.
+ Designing class systems for sprites to apply progression and game play through procedural generation
An image I created, which inspired us at the beginning, along with videos of microscopic close ups of bacterial worlds.
theme: make a comic, ONE PANEL AT A TIME, ONGOING.
The begrudging protagonist of the Unicorn Game, including one of my photos for a multimedia feel.
A background I drew: A storytelling screen meant to panned down during narration, featuring rabid squirrel sprites drawn by Crystal Woo. Gestural squirrel drawings shown on the right.
My contribution was to the stages of botanical drawings and the background, in addition to icons, logos and other collaborative feedback.
A series of the main flower blooming. I was responsible for executing the colour palette across all stages of the plants.
A flower in a stage of death, from neglect.
An end stage of the game: as the story progresses and you take care of them, the plants bloom.
The game play involves solving logic puzzles to interpret the prayers of the villagers. If you give them waves of what they want, they'll be prosperous. If you unleash a wave of horror, well...
The logo of Tall Order.
You've failed: A wave of locusts.
You've failed: A wave of water.
The starting screen of the game, for a better look at the advanced 3D graphics, download the game from the Jam page!
Three AMAZING towers to play as, NOW IN 3D!!
The villager, praying to the tower.
The tower (you) needs to decipher the prayer and answer it with a Wave of Something.
at an online pixel jam