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Squillamorph Concept Art.

This is some of the concept art I did for my final university project 'Squillamorph'. It's a 2D pixel art platformer that gives players the ability to play as an amorphous blob that can infest and control the enemies. I had such a blast working on it and I hope you enjoy the work!

Exploring the look for the player character Blobby and expressions I could use here.

Exploring the look for the player character Blobby and expressions I could use here.

These were polished images of Blobby I made for a presentation for the project. I wanted to showcase it's ability to morph in a fun way.

These were polished images of Blobby I made for a presentation for the project. I wanted to showcase it's ability to morph in a fun way.

Traditional animation I did of the sequence that happens when the boss spawns. This was a the hardest part of the project but I was so satisfied with the outcome.

Traditional animation I did of the sequence that happens when the boss spawns. This was a the hardest part of the project but I was so satisfied with the outcome.

These were concepts for Root-Toot, our ranged enemy. This is exploring some small variations and potential for how it would look once the player has infested it.

These were concepts for Root-Toot, our ranged enemy. This is exploring some small variations and potential for how it would look once the player has infested it.

Here is the ingame pixel art for Root-toot, this is showcasing how we had to seperate his body parts in order for the animation in engine to work.

Here is the ingame pixel art for Root-toot, this is showcasing how we had to seperate his body parts in order for the animation in engine to work.

These were some sketches I did attempting to play around with some enemy ideas. I wanted to push the boat out and try different moods and shapes. One of these designs ended up becoming the final boss.

These were some sketches I did attempting to play around with some enemy ideas. I wanted to push the boat out and try different moods and shapes. One of these designs ended up becoming the final boss.

Our main melee enemy 'Flop-Shark'. This was one of my favourite enemies to work on as we really wanted to make an enemy that was an amalgamation of other animals, mashed together to get one overall feirce looking creature.

Our main melee enemy 'Flop-Shark'. This was one of my favourite enemies to work on as we really wanted to make an enemy that was an amalgamation of other animals, mashed together to get one overall feirce looking creature.

This was some of the first concept art I did on the project during Flop-Shark's development, all we knew we wanted was a melee enemy and I wanted to look at multiple ideas. These are a few of them.

This was some of the first concept art I did on the project during Flop-Shark's development, all we knew we wanted was a melee enemy and I wanted to look at multiple ideas. These are a few of them.

These are the in-game body parts of Flop-Shark and a few for blobby, again showcasing the seperated limbs ready for animation and some minor traditional animation sequences.

These are the in-game body parts of Flop-Shark and a few for blobby, again showcasing the seperated limbs ready for animation and some minor traditional animation sequences.

In-game pixel art of our final boss. Implimenting him was the biggest challenge of the project due to his scale and what we wanted to do with him.

In-game pixel art of our final boss. Implimenting him was the biggest challenge of the project due to his scale and what we wanted to do with him.