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Game description
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Powerbound is a 2D combat platformer made in Unity, developed over the course of 4 months as a VFS student 2D game project. Players play as Lilly! Who is a young witch that must save the magic world from the brink of complete destruction.
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Powerbound was made by a 5 person team, in which I served the role of the only artist. This was my first game project and thus I got to learn a lot from it. I worked extensively on the animation, and environment art which were things I hadn't done before. I also communicated a lot with the programmer, lever designers and project manager, to talk about all the art assets that the game needed.
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Here are some screen shots and gameplay video from our project.
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Character Design
I drew some sketches in the pre-production phase of this project for our protagonist, who is a young witch. For this I used witch black and added some bright colors to highlight important features. I created multiple concept art pieces, which we then narrowed down to one as a team to best fit our game.





About animation
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I hadn't done​ animation before, and so the sheer amount of animations that we needed for a combat based game was a challenge for me. I hand drew all the animations frame by frame in Photoshop. My workflow was to start with a draft to test if the animation would work, and then finish the frame and attack effect. To make the special effects I researched and looked at a lot of references to learn how to draw interesting magical effects.






Enemy Design
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We have different enemies in the game, each with a different attack and shape. It was quite interesting to draw their individual walk cycles. Most of these were funny characters, and so compared to the main character I had more freedom to show the differences between them.
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Environment


Even though I feel environment art is not my strongest point, I worked hard to make all the environment assets that the game would need to bring the world to life, and I was satisfied with the final pieces that went into the game.
I drew some draft pieces to make sure what atmosphere we would need for the magical world. After we figured out the direction, I drew the seamless environment tile set in Photoshop, which was good for the designers to set in the level as they needed. A similar workflow was used to create polished set dress art.
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Team
I had a good time working with these 4 guys during the project, and I am super happy with what we created as a team and with what I got to learn from this project!
Click the link below to download our game, if you are interested in checking it out! Thanks ! :D