An action game for kids.

Made at the Academy of Art

Animation-based player control

Animation events were used to time transitions between attacks and signal the state machine for combo attacks.

Dual camera rendering

We had two cameras to follow Hazel with two different rendering depths for two sets of layers. This was to allow delayed-render effects like decals to affect only the environment, enemies, and props.

Combat that feels good.

A combination of animation, player controller tuning, and scripting state machines were designed to make Hazel feel fun to play.

This project is a large-scale, ongoing interdeparmental collaboration at Academy of Art with dozens of contributing artists and designers.