Last Lunar Air
2021 - Present
"Looks like you're low on air. Might as well skate."
A Gameboy-inspired 2D platformer about skateboarding on the Moon. Oxygen's running low, so do tricks and get air to get air.
Made in Unity, devloped entirely solo. Initially created as my senior capstone project at the University of California, Santa Cruz - now a full passion project.
Genre: 2D Platformer
Team Size: Solo Developer
Tools Used: Unity, C#, Aseprite, Reaper, FMOD
Status: Released [Continued Updates]
Roles and Responsibilities
Programming and Design
- Built a custom physics engine that combines continuous collision detection with 8-bit pixel-perfect visuals, snapping all physics actors to the pixel grid in real-time while maintaining Newtonian precision
- Created a player controller that implements a “skateboard trick” event system using the observer pattern, allowing for decoupled communication between player input, physics, animation, UI, and SFX
- Built a real-time procedurally-generated level system using pseudo-randomized custom prefabs and object pooling, allowing for hybridized levels that mix real-time generation with hand-crafted level design
Art and Audio
- Created all in-game art assets, designing and animating hundreds of authentic 1-bit pixel art sprites
- Designed, mixed, and composed all SFX and music, exploring the intersection between chiptune, synthwave, foley, and hip-hop
- Implemented an adaptive audio system using FMOD, allowing for scripted events that react to music triggers
- Designed the menus and HUD, utilizing core UI/UX principles to communicate gameplay mechanics in a stylish, minimalist manner
- Implemented pixel art particle FX using the Unity Particle System and 2D Pixel Perfect package