Zeeek

Zeeek Game Design and Animation

Skills

Game design (Game Design Document and storyline writing), Character design and animation, Level / UX design, UI / Graphic design (HUD, 2D assets), using the Unity game engine

Role

Game designer, Level designer, Illustrator, Animator

Year

2012

Run, Zeeek, run!

“The world of Sounds and Harmonics is in jeopardy! Silencio and his hordes of Silences and Rests are threatening to cut the volume for good. Zeeek was born from the remaining sounds to fight off this menace and restore music in the world!”

In 2012 I had the opportunity to work on a standalone project for the French video game developer Midgar Studio. The game, Zeeek, named after its protagonist, was designed as an endless running game available on Android, iOS and Windows tablets and mobiles. The goal was to score enough points throughout various levels to unlock new worlds and face several bosses to complete the story. Replayability was the core concept, and Rayman Origins was one of our main inspiration.

Here are some of the artworks I made to set the look and feel of the game:

Zeeek - Artworks
Zeeek - Artwork

The animation process

For this project we used a 2D framework built for the Unity game engine. It allowed me to import my animations as separate frames, design the first world’s levels and create the game’s UI. I was in charge of animating the protagonist, Zeeek, as well as the enemies including the first boss.

All models were vector images made in Illustrator for scalable purposes and then exported as transparent PNG. The animations were separated into the various actions the player could perform (walk, jump / double jump, attack, etc), and split into an even number of frames. Velocity and gravity had to be taken into consideration while changing the characters’ postures throughout the animation.

Zeeek - Frame by frame animations

For this project we used a 2D framework built for the Unity game engine. It allowed me to import my animations as separate frames, design the first world’s levels and create the game’s UI. I was in charge of animating the protagonist, Zeeek, as well as the enemies including the first boss.

All models were vector images made in Illustrator for scalable purposes and then exported as transparent PNG. The animations were separated into the various actions the player could perform (walk, jump / double jump, attack, etc), and split into an even number of frames. Velocity and gravity had to be taken into consideration while changing the characters’ postures throughout the animation.

Zeeek - Ghost town level design
Zeeek - Gold mine level design
Zeeek - Las Vegas level design

Zeeek and Zeeek Run are the property of Midgar Studio.

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