In my project Spirinse, I participated in many roles.
Spirinse is a 2.5D Metroidvania about spirituality made in a cartoony, style influenced by Japanese calligraphy and Indian architecture.
I was responsible for the majority of the the game code. I focussed specifically on an emergent physics gameplay system.
I also worked on visual effects. I primarily used the Unity Particle System. I also did project management and served as a bridge between art & code during this project in which I was capable of doing both. I did a lot of prototyping, both in development and in art.
I spend a good amount of time fine tuning and polishing the visual aspects of the game and making the game feel responsive and fun to play. I always focused on the user experience and the emotions I wanted to convey.
Primary Team
Daphne Zwarts : Boss, Enemy & Character Design, 3D modeling & animation. Helped with code.
Kian Kreikamp : Level Design, 3D modeling.
Luna van Egdom (me) : Coding, Game Design, Project Management, VFX, Shading, Particles, Game Feel & Balance.
Additional Roles :
Greg Candel : Sound Design.
Charley van Veldhoven : Music.
Jamie Tanzer & Frank Rombouts : Concept Art.
Additional help from
Lisanne Bakker, René Otto and Aura Orval.
Gameplay Footage
Player VFX and Trail
Dash VFX
Post-Processing and Camera transitions using Cinemachine.
Emergent Physics System
Wind System & VFX