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Overgrown

A maze escape game made for a school project.

Assets Created

The Gardener- Final Enemy Sprite

The Gardener- Final Enemy Sprite

Looping 4 frame animation used for our game's enemy sprite.

Final Enemy Spritesheet

Final Enemy Spritesheet

Still frames which make up the final sprite animation.

Idle Animatic

Idle Animatic

The primary animatic used for the final sprite animation. The gardener's hands were positioned differently in the final iteration, as I wanted to ensure that the design of the shears remained visible. Additionally, I had the shears move up and down to create a jerkier and more threatening motion.

Swing Attack Animatic

Swing Attack Animatic

Animatic for a scrapped attack animation. This was ultimately scrapped due to it being too many frames, as well as being too generic of an attack for the weapon type.

Red Petunia

Red Petunia

A simple flower asset made from the gardener's head.

The Gardener - Concept Art

The Gardener - Concept Art

Concept art for the Gardener, our game's antagonist.

Role & Experience

    My primary role in this project was as the enemy designer / sprite creator. I created our game's boss enemy, which we nicknamed "the Gardener." I modeled her after a petunia for their historic reputation as a symbol for deception, and took further inspiration from iconic video game monsters such as Clocktower's Scissorman and Silent Hill's Pyramid Head. This concept for the Gardener inspired our game's direction towards a hedge maze setting.
 

 

    My final enemy animation ended up being only 4 frames long, though considering that the size of the sprite was a lot larger than what I am used to working with, I still found the process to be quite challenging and time-consuming. Still, I was very satisfied with my final product, and will definitely be using this technique gain in future projects.

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