GB Jam 11
Detective Boy Roe

Artist

Team Project | 2023 (10 Days)

A Space Age Mystery! A Gameboy-inspired detective adventure-puzzler! Made for the GB Jam 11 Game jam, over the course of 10 days by a team of three.

Responsibilities
My roles included:
  • Developing MVP
  • User Flows
  • Wireframing
  • Design Systems
  • High Fidelity Prototyping
  • Team Leader
Play on itch.io
Tools
Aseprite
Procreate
About GB Jam 11
Context
Gb Jam 11 is a game jam from itch.io that had participants create a Gameboy inspired game over the course of 10 days.

For the 11th iteration of the game jam the theme was “
space” so our group met the night of the start date and brainstormed different ideas and delegated roles. The team went with creating a detective-style top down adventure.

The player would explore a space and then collect clues to eventually make a deduction at the end of the game.

The team involved myself (artist), Malik (programmer), Angel (writing, sound design).
Role in the team
Coming from a fine art background and the fastest artist, I was assigned to creating all of the 2D assets within the game. This would include sprites, UI assets, backgrounds, set pieces and full screen splash images.
Screenshots of the finished game | Sprites of the player character
Key Deliverables
As the sole artist of the game, I had to complete all of assets as quickly as possible so we could implement the designs.
All of the character sprites and Ui assets tied to the characters.
Environments and room layout.
Splash images to help tell the story of the game better.
2D assets: Sprites | UI Assets
Challenges of designing for a Gameboy
Since we were designing a game for the Gameboy, there were restrictions that were set in place in order for our game to emulate the “Gameboy Soul”.


This included having a restricted color palette of only 5 colors total (and some colors were not usable in certain scenarios).


Another restriction was to design within a small canvas of 144px x 160px (16px x 16px for sprites)


Overall it was a interesting challenge that really pushed me to try to convey as much personality and distinction with a very limited medium.
Concepts for the Player Character
Our main character is an alien that has watched one too many earth noir movies and is now obsessed with being a detective himself. Along for the ride, is his robotic companion that is meant to be the foil to his antics.

I drew up some rough silhouettes that conveyed the rough idea of their character designs so that I could easily have a baseline for their pixel form and sprite.

The first draft of sprites were actually 32x32 pixels, but we couldn’t implement it into our game engine so I had to take the design and compress the details into 16x16 pixels.
Creating Sprites
I had to create a total of 10 different character sprites (3 with walk cycles). This was also my first time using Aseprite for pixel art, so I had the joy of learning a new program!


Aseprite was relatively easy to learn and allowed me to easily animate anything pixel related, so making a walk cycle was, “a walk in the park”.


After the first few sprite sheets, I was able to easily complete all of the sprites within 4 days and started devoting my time to the UI assets.
All of the sprites that were made for the game project
Creating UI
Since we were making an adventure detective game, there would be a lot of dialogue. I was in charge of providing a cursor, dialogue boxes and avatar pictures.


Using Malik’s font design, we were able to make clean looking dialogue boxes what were easy to read and also fun to look at. Giving character to the boxes with slight shading and highlights and allowing the avatar heads break the box, gave the experience a more interesting feel.
Example dialogue boxes