Summary

Game Engine: Flash

Team Size: 5

Development Time: 1 month

Game Type: Run/Drive Forever


My Role

          On Buster the Duster, aside from game designer, I acted as an animator, environmental/HUD artist, and level designer. Since the game was done in the run forever style, I needed to created assets that could be randomly placed and piece together seamlessly in multiple variations. 

          The environment was done in a parallax (multi plane) style consisting of three elements moving at different speeds to add a sense of depth. The foreground consists of the track and Buster, the mid ground consists of the crowd and stadium, and the background consists of mountains off in the distance. The background and mid ground are a bit darker and less detailed compared to the foreground to not distract the player and have their focus be on Buster and the obstacles on the track.

          To the side are a few examples of the work I did on Buster the Duster, created entirely within Flash.


Teammates

Balraj Basi - Programmer

Chris Ellington - Character Artist/Animator

Oscar Marin - Project Manager, Audio Design

Steve Martin - Programmer

Play - VFS