Design and engineering together
Game design, gameplay programming and interface work come together in a playable prototype, with movement, actions and an environment built around the player.
A world of overgrown clockwork. Built to play.
Rustbloom is an ongoing game project. The supplied mobile gameplay shows a layered garden and clockwork world, traversal and combat controls, and a dedicated settings and graphics interface. This work sits within my mobile and PC game design and development practice using Unity and Godot for 2D and 2.5D experiences.
Gameplay, worlds and the details of play.
A closer look at the experience, the workflows and the systems that connect them.
Game design, gameplay programming and interface work come together in a playable prototype, with movement, actions and an environment built around the player.
Layered architecture, foliage and foreground platforms create a sense of depth while retaining a readable side-scrolling play space.
The supplied mobile build includes touch movement and action controls alongside settings for audio, graphics and frame-rate limits.
Rustbloom is in development. The screenshots document the current gameplay and interface work; they are separate from ANTAR’s launch announcement.