" Team up with a friend to escape the high-security prison The SCRAP in this cyberpunk roguelite hack-and-slash! In this intense co-op experience set in space, control Dev Vicker and Axi Kelan, two down-on-their-luck prisoners that are doing their best to escape this hellhole, no matter the cost. "
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Prison Break is a senior-capstone Unity game created by Conglomer8, an aspiring indie studio with close friends!

I was one of the two main artists of the group, focusing on UI, environments, and character art. In the first parts of development it was hard to nail down the designs of the characters, along with the overall look of our prison setting. We eventually settled for a cyberpunk theme with a stylized/cartoony twist, since that's the style that us artists were more comfortable working in.

When making the art, I mainly worked in Figma for all of the UI, then I'd switch to Procreate for character art, props, or environments that needed a more organic shape.

Developing the game was a very enlightening and fun experience! I got a closer look at Figma's capabilities with icon designing, and gained new knowledge with Unity's 2D skeletal tool.

Unfortunately it's going to be kept as a DEMO, as the team drastically changed throughout the years and goals shifted to a different type of game. However, Prison Break will always

UI / Logo Designs

Character Animations

When we first began Prison Break, I was one of  two artists working on character animations. Jesse Box sketched the initial animation frames, then I lined and colored them. After we graduated from George Mason University, I became the only artist working on characters.

Before we returned working on Prison Break, we tried some Game Jams to refine more skills and get some games out. An unfinished game, Project Singularity, led me to try Unity's 2D skeleton, and I decided that I wanted to redo Prison Break's animations from sprite sheets to skeleton rigs. It would make the game look smoother and would fix some of the animation issues we ran into with the base game.

I also decided to make the designs more complex, since the skeleton rig would make animating them easier compared to sheets.