The poster
Images from the menus and more
Pixelia Village
Emerauld Forest
Ephemere Desert
The Haunted Forest
Description of the project
This project was born from my desire to create a game outside my Multimedia Integration Techniques courses. I had complete freedom to design the game, which allowed me to experiment with different ideas and mechanics.
The main idea of the game
In Pixel Adventure, the player assumes the role of Alex, a brave hero tasked with saving various villages in a pixel-art universe. The game is primarily in English. Alex has many weapons to defend himself. He can move, jump, and attack with various weapons like the pixel blaster, boomerang, grenade, and a sword. Over the course of 4 levels, the difficulty increases with new enemies, weapons, and items appearing.
The story of Pixel Adventure is presented through cutscenes that introduce the enemies, and additional details can be viewed in the inventory. There’s also a shop system where players can buy useful items.
Publication date
I completed this project on July 1st 2024.
Role(s) in the project
In this project, I took on several key roles as the lead programmer. I was responsible for all programming tasks. I coded the character's movement, the jumping mechanic, and the various available attacks. I also implemented the weapon-switching system, inventory management, and mechanics like item collection and chest opening.
For the art, I fully created the main character, Alex, including his animations. Most of the visual elements, such as the sprites, were created by me using Piskel.
Softwares used
For this project, I used two main software tools: Unity and Piskel. 
I used Unity to implement the various assets I created, to program the game, and to publish it online. 
I used Piskel to create the main character, Alex, in pixel art. Additionally, I used this software to animate the main character and create the different weapons.
Programming language used
The programming language used is C#. I programmed the main character's movement, including the jumping mechanic and various attacks, like punches, sword strikes, the pixel blaster, and the boomerang. I also programmed the weapon-switching system, inventory management, and interaction with objects in the game, such as item collection and chest opening. I implemented improved AI to make the enemies more responsive and dynamic.
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