Hazel

An action game for kids

Made at the Academy of Art

Player controller interface

Hitboxes and animation events used to time transitions and signal a state machine to trigger combo attacks.



Dual camera rendering

We opted for a dual camera setup to follow Hazel with two different rendering depths for two sets of layers. This allowed for tighter visual control on delayed-render effects like decals.



Designed for easy and fun gameplay

By tuning the player controller and customizing the physics, I added a polished feel to each attack.



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