Your computer has been infected by a virus! 
Help the antivirus enter the computer and delete the pesky invader!
Assets:
My role in the project was creating animations for the player character, and creating 
Additionally, I took the environmental details created by other artists, such as benches, lights, fences, and wire-detailing, and arranged them throughout the game using Unity's tilemap editor. Following the upside-down city theming in the background, these decorative elements were also placed to defy gravity.
The sprites for the player repeatedly changed hands between Zack and I. The character proportions and jumping animation was done by him, while the other animations were done by me.
The final run animation was timed based on horse galloping. Earlier versions of this animation by Zack instead featured a bipedal running style, but I wanted to completely make use of the player's unique three-legged design.
The smoking animation is not used ingame, but was for a QR code easter egg that was active when the game was uploaded in May.
Sprites for the right-click box. Like the player sprite, Zack and I worked together to create the final design.
While mostly black/white like the player, pink was added to the unavailable options, to tie in with the virus.
Concept Art:
Background and theme concepts.
Color palette and contrast between the background and foreground was something that often came up in discussion, as we wanted to have interesting scenery while not confusing players about the boundaries of what is or is not interactable. The final background and ground tiles 
Various tiles; the final versions of the collapsible platform and lasers remained similar to my concepts, but were cleaned up by other artists. 
It was decided early on that foreground was monochrome, to visually distinguish it from the virus.
Player concepts, initially based on the idea of anthropomorphizing a cursor. 
The final player design was inspired by one of Jessica's more humanoid concepts, combined with the three 'legs' of transistors. After my concepts here, the proportions were further adjusted by Zack for more gameplay comfort, having the sprite be slightly larger than the player's hitbox.
Right Click Box concepts. Size of the buttons was important for comfort during gameplay.
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