PINBRAWL TRAILER + PRESSKIT IMAGES
Perhaps no project I've worked on better captures my imagination, passion and versatility as an artist and designer more than Pinbrawl; a game I worked on with my engineer friend James Krantz. Pinbrawl is a local-multiplayer head to head "pinball" deathmatch in which you guard a goal with flippers and use a floppy "bumper" character that moves around the map to push and bat the ball around.
I was the art and design lead on this title, finely-tuning the experience to maximize the fun over countless iterations and tons of experimentation. In addition to overseeing the direction of the game as a whole, I wore many hats to get down in the trenches and get it made: UI design and animation, level design, character design, 2D and 3D art, and VFX.
We showed this at the Xbox Game Bar at GDC 2018 but that's the furthest we got, unfortunately. Life caught up to us and we just got too busy with kids to finish it. Plus, when COVID came around, we perceived that the market for local multiplayer games was probably going to be at an all-time low and that maybe it'd be best just to shelve it indefinitely.
The project is playable and about 99% complete, so we may just pick it back up again soon!
We showed this at the Xbox Game Bar at GDC 2018 but that's the furthest we got, unfortunately. Life caught up to us and we just got too busy with kids to finish it. Plus, when COVID came around, we perceived that the market for local multiplayer games was probably going to be at an all-time low and that maybe it'd be best just to shelve it indefinitely.
The project is playable and about 99% complete, so we may just pick it back up again soon!
CHARACTER SELECT SCREEN
TUTORIAL STAGE
While some of the gameplay tweaks in our last design pass aren't accounted for in this video, it showcases a lot of the VFX and UI in this cool, diegetic tutorial that James and I worked extremely hard on.
While some of the gameplay tweaks in our last design pass aren't accounted for in this video, it showcases a lot of the VFX and UI in this cool, diegetic tutorial that James and I worked extremely hard on.