GHOSTFLAME is a fast-paced top-down game featuring 3D-inspired movement, speed-driven mechanics, and a stylized cybernetic world.
Solo Project Software: Game Maker Studio 2, Paint.NET, Audacity Roles: Game Designer, Artist, Programmer, Level Designer Unique Systems: Movement System, Targeting System, Tri-Dash System, Combat SystemI sketch ideas, cut those that don’t fit the core, and prototype the rest to test their impact on traversal or theme. Streamlining heightens the game’s high-speed action. Ghostflame’s progression is driven by player performance, with higher ranks unlocking additional keys, which open later areas and stages.
These drawings and notebook sketches include environments, hub designs, characters, enemies, mechanics, upgrades, and pseudo-code—some used, others cut.
Wall Run Panel Mechanic & Character
Level Design: Hub-Area 01
Level Design: Hub-Area 02
Perspective, Platforms, Gimmicks
Environment Pieces: Industrial Hazard
Platforms, Environment, Gimmicks
Targeting System Logic
Energy Transformer Mechanic
Hookline System Logic
Character Sketches
Character & Gimmick Brainstorming Sketches
Character, Mechanics, Location Brainstorming Sketches
GhostFlame’s levels are linear with branching paths that test movement mastery and memorization, aiming for runs that feel like bullets tearing through the air.
level design: stage-01
level design: hub area-01
I want players to feel powerful and stylish during fast-paced acrobatics. To achieve this, I use sharp geometric shapes and a bold silhouette to define the character’s design.
sprite work: character sheet & UI brainstorming
sprite work: zip-lock platforms & hookrails
sprite work: various stage gimmicks & platforms
sprite work: environmental, NPCs, platforms, and crates
sprite work: UI during NPC interaction
sprite work: enemy attack & stun sheet