SoulBound
SoulBound is the first Possession Platformer! One player controls a ninja and must run toward the goal. The other player controls a ghost and can possess enemies in order to defeat the ninja. When the ninja is defeated they will swap roles and continue to battle! The dynamic of swapping roles creates a chaotic party game like experience which can be enjoyed casually and competitively.
SoulBound was created by a team of 5 over a 3 month period for Tranzfuser, a national competition hosted by the UK Games Fund. My roles in the team were lead artist, designer, social media manager and game representative, contributing to the core gameplay loop, balance, level design, art/animation, game awareness and presenting to secure funding.
I was accredited with Artist, Game Designer, Prototype and Showcase awards for my work on SoulBound. SoulBound is out now on STEAM!
Here is a link to the website for more information (https://schmoovinstudios.com/).
Project Type: Tranzfuser Team Project
My Contributions:
Designer
Lead Artist
Social Media Manager
Representative
Steam & Social Media: linktr.ee/soulboundofficial
Engine: Unity (C#)
Level Redesign Examples
Here are some examples GIFs of me redesigning old levels as playtesting showed that more open areas, longer slides and jumps were more engaging as the ninja while giving the ghost some breathing room to possess an enemy. I used Photoshop to visualise a good space for play based on the ninja’s speed and jump heights. The levels are stitched together end to end so each room is designed to flow into the next.





Pixel Art Examples
Here are some GIFs of the sprite work I did for SoulBound using Aseprite designed to resemble a modern take on retro pixel art. All designs were informed by the Japanese folklore and mythology. My favourite is the Kodama Bombers who float on a lantern.













