Shatterbound:

Among all the games I developed during college, Shatterbound stands as the only title to be officially published. Released by Rabid Troll Studios, Shatterbound is a whimsical puzzle-platformer built around a vibrant stained-glass aesthetic and bold, colorful design.

The core gameplay revolves around three unique player abilities—dash, ground pound, and air hang. Each action generates a “ghost” that replays your past movements, creating a layered puzzle system where players must strategically use these echoes to progress. While these ghosts serve as essential tools, they also act as hazards, forcing players to carefully navigate both past and present actions.

Development was as challenging as the gameplay itself. Our team began with 24 members but was reduced to 11 midway through the project. This shift required rapid adaptation, with team members taking on new responsibilities and strengthening collaboration to meet our goal of publication. Despite significant obstacles—and the game’s rough edges—Shatterbound represents one of my proudest accomplishments, showcasing resilience, teamwork, and my ability to see a complex project through to completion.

My Contributions To Shatterbound:

During development of Shatterbound, I was selected as an artist in a class designed to simulate a professional game studio, complete with role-based hiring and performance accountability. Although I initially aimed for a Lead Artist role, I contributed as a production artist, creating assigned assets and coordinating with other teams to meet project needs.

Early in development, the art pipeline struggled with inconsistent direction and limited oversight, which impacted both workflow and visual cohesion. Midway through the project, the team experienced major turnover—including the complete loss of the art department. As the last remaining artist, I was promoted to Lead Artist and took full ownership of the game’s visual direction.

From that point forward, I redefined the artistic vision of the project, transforming it into a vibrant stained-glass-inspired world through bold color choices, improved textures, and enhanced lighting and shading. In addition to producing a large volume of assets, I established a more structured and reliable art pipeline to ensure work could move efficiently into the game.

Despite significant production challenges, I successfully delivered a cohesive and visually distinctive final product. The transformation of Shatterbound’s art style remains one of my proudest accomplishments, demonstrating my ability to lead, adapt, and elevate a project under pressure.

Before I took Over…

After I took Over…

Just Some Of My Art Assets: