Brian (2023) // jump’n’run
Role: Co-Creator, Game Artist & Lead Programmer

The Idea
Brian was one of the first games I ever made. We came up with the idea of a sentient lab experiment trying to escape. While starting off as a simple brain, the player should be able to collect body parts, adding new abilities to the character.
We decided to design four stages: a brain for a charge attack, frog legs for jumping, tentacle arms for shooting, and eyes for firing a laser. Each ability was essential for progressing further in the level, creating a sense of growth and discovery as players advanced through the game.

The Production
We decided to step out of our comfort zone and experiment with a pixel art style, which none of us had prior experience with. I began by designing the main character in his various stages of progression and created several unique enemy designs, which I then brought to life through animation.
Once the visuals were in place, I shifted my focus to programming. I developed the character’s abilities, implemented an enemy system with dynamic behaviors, and seamlessly integrated the sound design. The controls needed to feel intuitive and snappy to make for a fun jump’n’run experience.

The Result
Completing the game was an incredibly rewarding experience and taught me so much about the process of developing a game from start to finish. Despite its short length, we managed to create a game that feels polished and complete. The mechanics work great, the animations and sound design are convincing, and even small details in the background art add to the finished product.
This experience not only expanded my technical skills but also gave me the confidence to approach bigger projects in the future.
Credits:
Eva Valentina Dietrich (Co-Creator, Game Artist, Sound Designer), Elisa Hackl (Co-Creator, Programmer, Level Designer)
