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Studio workIn development

Rustbloom.

A world of overgrown clockwork. Built to play.

Rustbloom logo

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.

Game design2D / 2.5DMobile / PCUnity / Godot
Rustbloom · Actual mobile gameplay and settings · In developmentStudio work · 2D / 2.5D game design & development

The thinking
behind the screen.

A closer look at the experience, the workflows and the systems that connect them.

01

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.

02

Depth in a 2D world

Layered architecture, foliage and foreground platforms create a sense of depth while retaining a readable side-scrolling play space.

03

An interface built for play

The supplied mobile build includes touch movement and action controls alongside settings for audio, graphics and frame-rate limits.

04

Ongoing production

Rustbloom is in development. The screenshots document the current gameplay and interface work; they are separate from ANTAR’s launch announcement.

Let’s make it real.

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