William Wong ← All projects
Mobile  ·  Free to play

Fantasy Survival

A mobile survivors-like that I worked on with colleagues. The player chooses a character, avoids enemy waves and builds up skills during the run. I was mainly responsible for the playable characters, the complete enemy roster and variants, and the skill icons.

Dogge Ninetail Slime
RoleCharacter art, enemies, skill icons
TeamWith colleagues
EngineUnity
PlatformMobile
01

Summary and involvement

Because this type of game can place many enemies on a phone screen at once, I needed the characters and enemies to stay readable at a small size. I focused on clear shapes, recognisable colours and animation that still worked when several sprites overlapped.

What I made

  • Playable characters and their animation
  • The enemy roster and every tier variant of it
  • The skill icon set

The interface itself was a team effort; what is mine inside it are the icons and every sprite on screen.

How the roster reads

The characters have different health, movement speed and starting skills. Dogge is a balanced melee character, Ninetail uses damaging orbs, and Laserbun has very low health but high speed and a piercing beam.

The constraint that shaped it

A detailed enemy may look good by itself but become difficult to read inside a crowd. I kept the shapes and palettes clear so players could still identify an enemy while moving and watching the rest of the screen.

02

In the game

Main menu
In game

Main menu

Laserbun shown standing in the world rather than on a flat plate. Character art mine, screen built by the team.

Character select
In game

Character select

Where the roster is read side by side. Dogge, the portraits and the skill icon are mine; the layout is the team’s.

Level-up draft
In game

Level-up draft

The player chooses from three upgrades during a run. I designed the skill icons to stay clear at this small size and be recognised quickly.

Skill icons
Art

Skill icon set

One icon per ability, each keyed to its own colour so a skill is identifiable mid-swarm.

03

Pixel art

Every character and enemy is a hand-animated sprite sheet. These are running at their authored frame rates.

Dogge
Dogge
Ninetail
Ninetail
Slime
Slime
Bee
Bee
Boar
Boar
Specter
Specter
Flame elemental
Elemental
Golem
Golem

Enemy variants

The game needed several enemy tiers, but making a completely new animation set for every tier would have taken too long. I created enemy families that could support recolours and small design changes, then used a larger redesign when an enemy needed to feel clearly different.

Slime · eight variants

The basic tiers use different colours. The elite version has a crown because changing the silhouette makes it easier to notice than another recolour would.

Eight slime variants animating

Elemental · six variants

These six enemies use the same basic body with different elemental palettes and effects. This keeps them related while still giving each variant its own identity.

Six elemental variants animating

Golem · three variants

The golem uses a longer nine-frame cycle. I slowed the movement and gave the body more rise and fall so it would feel heavier than the smaller enemies.

Three golem variants animating

Bee · three recolours

These three tiers share one animation sheet and use different palettes. They did not need separate animations because they were still meant to behave like the same enemy.

Three bee variants animating

Boar · four recolours and a horn change

The stronger versions change the horns as well as the colour. The head is the clearest part of a charging boar, so that is where I placed the extra detail.

Five boar variants animating

Specter · the bee redesign, then recoloured again

This started as a redesign of the bee when a recolour was no longer enough. I changed the body, wings and animation so it read as a new enemy, then made additional colour variants from it.

Three specter variants animating
I used recolours when the enemy was meant to feel like a stronger version of the same thing. I changed the silhouette when it needed to look like a different threat. This gave the game more enemy variety while keeping the amount of new animation work manageable.