top of page

MonCube - 2D Platformer Unity Game Project

 

This was a project I worked on during my second year at Bournemouth University. For this project, I learned how to use Unity from scratch, with the goal of developing a fully realised game. When deciding what type of game I wanted to create, I was inspired by unforgiving, fast-paced platformers, which, considering the level of complexity involved, seemed like a good starting point for my game development career.

 

To make the concept more interesting, I incorporated the idea of playing on a rotating cube. Players complete fast-paced stages, each rewarding a certain number of points depending on the stage’s difficulty level, ranging from 1 to 4. Completing a stage also allows the player to rotate the cube in any direction, transporting them to a new stage on the side now facing them. This creates a choice between four surrounding cube tiles/stages, whose positions are randomly generated across the cube.

MONCUBE GAME SHOWCASE

I had some previous experience with creating pixel art, so that was the style I chose for the stage assets and characters, contrasting the 3D cube and background. Therefore, I created a lot of animated/static assets for different parts of the game. For the entire project, no outside assets, be it 2D or otherwise, have been used.

idleAnim.gif
walkAnim.gif
dashAnim.gif
deathAnim.gif
doubleJumpAnim.gif
wJumpAnim.gif
pauseMenuSleeping.gif
stopAnim.gif
Jump04Anim.gif
jump02Anim.gif
cannonStatic.gif
spikeCrusherMoving.gif
canonShot.png
canonShot.gif
platformSmall.gif
platformFading.gif
pAltWJump.gif
jump01Anim.gif
platformMoving.gif
sJump03Anim.gif

SOME ANIMATED ASSETS

I had some previous experience creating pixel art, so that became the style I chose for the stage assets and characters, contrasting with the 3D cube and background. As a result, I created a large number of both animated and static assets for different parts of the game. No external assets (2D or otherwise) were used anywhere in the project.

 

The coding for the project was fairly rudimentary, as I had no prior experience using C#. I learned it specifically for this project alone. This was partially intentional, since the project was always meant to focus primarily on design and animation development.

 

In the end, I spent around three months working on the project, creating many features that were not originally planned, as well as 15 fully realised playable stages, in addition to a tutorial stage. I even created five different variations of the character’s jump animation, including a dash, wall jump, and double jump, all to make the movement feel more engaging and satisfying.

 

Although the game is not perfect and still contains some bugs caused by coding errors, I am proud of both the amount of work I produced and how the final product turned out. I had always wanted to create a game, and I am very happy with what I managed to achieve through this project.

sJump03Anim.png
fallingInDeathAnim.png
jump02Anim.png
cannonStatic.png
doubleJumpAnim.png
deathAnim.png
platformSmall.png

SHOWCASE OF SOME ANIMATION FRAMES

Vedran Horvat - Animation Portfolio

  • email-icon-png-free-download-18_edited
  • LinkedIn
  • Vimeo
  • YouTube
  • pngwing_edited
bottom of page