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FrostRunner

FrostRunner is a first-person platformer “speedrunning” game, where the player is tasked with rapidly completing platforming challenges before the timer runs out. The game is set in a desolate, frozen environment seemingly abandoned by all life. Scattered throughout the icy landscape are mysterious energy crystals emanating a strange power. The player navigates 36 levels of arctic terrain using their platforming skills and a tool that allows them to tether between crystals. The constantly ticking timer encourages players to complete levels as quickly as possible and compete with others to earn their place at the top of the leaderboards.

Features:
• Fast-Paced Movement Mechanics
• 36 Levels
• Leaderboards
• Achievements
• Collectables
• Unlockable Challenge Levels

Game Trailer

Screenshots

Click to enlarge

FrostRunner_ScreenShot_6.jpg
FrostRunner_ScreenShot_7.jpg

Development Information

Artist

One of three team artists with multiple responsibilities, including:

  • Primary Animator of in-game assets.​

  • In-game Player Model (3D Arm).

    • From concept to creation.

    • In-game model, textures, and animation rig. 

    • All player state animations.

  • Early game concept art

  • Early gameplay storyboard artist.

  • Primary Menu and HUD artist (2D sprites).

  • All Steam achievement sprites (2D sprites).

  • In-game badges and icons (2D sprites).

  • Responsible for animating and editing the school, engine, and studio splash videos.

  • Responsible for editing and creating the final game trailer.

Player Arm Model

Rig & Animation

CharacterConcept_Arms_V3.png

Player Arm Concept Art

CharacterArm_Mesh_Render_ENERGY_V1.png

Player Arm Finished Model + Textures

In-Game Badges

Steam Achievements

Menu Design

(Production Mock-Ups)

Tutorial Images

Post Mortem

What Went Well

  • Very proud of the final product.

  • Was able to extensively use my animation background and expand my personal knowledge of game animation in particular.

  • A lot of content was produced in a very short amount of time.

  • Our first fully published game on Steam. A major personal milestone for all of us.

  • Was able to adapt to my role amid uncertainty and grew tremendously in terms of maturity as a team player over the course of the project.

What Went Wrong

  • Early personality clashes made the initial ideation phase trickier than it needed to be.

  • The team's inexperience showed multiple times throughout the project in regards to task allocation and time management.

  • Team members sometimes over relied on leads despite everyone having the same level of experience; did not always show initiative.

  • Cross-discipline communication was not always as prompt or clear as it needed to be.

  • Feature creep deep into production.

What I Learned

  • How to better cultivate a professional persona and how to not take criticism personally.

  • The importance of non-verbal body language and how important attitude can be in a team environment.

  • How to compromise and adapt for the betterment of the project.

  • Self-sufficiency in a team setting.

  • How to find creative ways to use your own unique background and skillset in ways to help the project without being explicitly told to.

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