Big Scary World
2019-2020
Solo Creator / Game Designer / Programmer / 2D artist
Solo Project
Big Scary World is a personal game project inspired by the tapping balloons to control them in the air,a and the unique and violent vulnerability of a balloon. It is a physics-based, challenging 2D platformer meant to fit into the "rage game" subgenre, which was popularized by titles like Super Meat Boy. Players control a balloon navigating a perilous environment filled with one-hit-kill obstacles. The game was designed with a focus on simplicity, mobile-friendly controls, and a scalable structure for future content additions. Although unreleased, the project showcases innovative design principles, creative problem-solving, and iterative development.
As the sole developer, I led the creative direction, game design, programming, and art. I conceptualized the game’s theme and mechanics, designed its progression systems and levels, and developed the movement system and core gameplay loop. I collaborated with a freelance Sound Designer to commission a set of personalized SFX and theme song, which significantly improved the overall experience. This project represents my dedication to end-to-end game development and the skills required to iterate on an idea from concept to vertical slice.
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Game Design:
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Created the core concept and mechanics, inspired by the vulnerability of balloons and the tactile, childlike joy of keeping them airborne.
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Designed an intuitive two-tap control system optimized for mobile gameplay, ensuring balance between accessibility and challenge.
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Developed challenging traps and level mechanics, including rotating platforms, conveyor belts, and environmental hazards that interact dynamically with the player.
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Designed the progression system, including a shop for cosmetic balloon skins, achievement structures, and collectible rewards.
My Contributions


Art Direction:
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Developed a cohesive and simplistic art style that supports the theme of a dangerous world.
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Designed all art assets, including player and environmental sprites, UI elements, particle effects, and animations.
Systems and UI:
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Designed intuitive menus and UI screens, including a main menu, level select, shop, settings, and after-level summaries.
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Implemented optimization for mobile devices and local storage for player progress.
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Collaborated with a sound designer to ensure a cohesive audio-visual experience.
Iteration and Prototyping:
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Iteratively refined movement mechanics through multiple prototypes, starting with a tap-to-launch system and evolving into a two-tap control scheme for improved precision and scalability.
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Designed and balanced traps and obstacles through testing to ensure they provided fair but challenging gameplay, such as saw blades, nail guns, and dynamic platforms.
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Introduced achievement systems and objectives to encourage replayability and mastery, including collectible pickups and time-based challenges.

Results and Lessons Learned: Although Big Scary World was not officially released, the project served as an invaluable learning experience. I honed my skills in:
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Iterative game design and problem-solving.
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Mobile-friendly development and optimization.
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Balancing aesthetics, mechanics, and player engagement.
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The project’s foundational work provides a strong base for future expansion into an early access game with additional features like speedrunning modes, time-based challenges, and new chapters with unique themes. The experience helped to hone my creative direction, game development versatility, and commitment to delivering engaging and unique gameplay experiences.