

Solar Systems Down
Game Type: 2D pixel art adventure shooter
Engine: Unity
Language: C# Scripting
Project Duration: 44 hours
Team Size: 4
The game was created in at the 2024 Florida Interactive Entertainment Academy (FIEA) Game Jam.
As a member of Team TART, I was a gameplay designer and programmer, level designer, and environment artist. With my contributions, I established the foundation for outer and interior levels, designed the game flow alongside other developers, created the exterior environment assets, and scripted base movement and other supporting systems to enhance gameplay.
Play in-browser on our itch.io below!
As a team member of SolarSystemsDown, I worked as:

Gameplay Design

How did this experience affect me?
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Expanded my design skills: This was my first shooter game, and I learned a lot about what made it satisfying. For example, shooting the sludge enemies felt intentional because the player had to charge up their energy-powered gun.
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Deepened my network: My mentees and their friend and I took a 3-day weekend trip to Orlando. We stayed at one of their houses. We got to learn more about each other and got to eat at a Korean restaurant (we all ordered the same meal which was funny to me!). Strengthening our bonds really aided in the process of brainstorming because we were able to sort out what game we wanted after eating.
Game Ideation Board
Game Design Document

Level Designer
Contributions
Designed all three levels and set up the scene architecture in unity.
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Collaboration: Received feedback from other designers to create the interior top-down levels.
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Features: Repairable solar cell, health aid kits, sunlight spots to recharge solar meter, battery packs to recharge solar meter, and sludge enemies (seen in gameplay).
Overworld

Level 1
Level 2



Environment Artist
What I Learned
Consistent Pixel Size
The team wanted to avoid "mixels", aka mixed pixel art sizes. I delivered environment assets at a 1920x1080 resolution.
Shading
I got to experiment a lot with shading and the style we were going for. I started out too painterly but was able to simplify my shading to fit our overall theme.
1st Pass

2nd Pass

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