GHOSTFLAME

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 System

PROCESS & DETAILS

I 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.

CONCEPT ARTWORK

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

LEVEL DESIGN

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

ARTWORK

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

GAME PAGE

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