Judo Jumper is a proof-of-concept mobile game project where the player controls a character through an ever-falling collection of crates, collectables and explosives and must dodge, destroy and collect in order to survive and progress.

Working as part of a two-person team, I was solely responsible for the game's design which relies on a colourful cartoon aesthetic.

Judo Jumper's gameplay aimed at fast-thinking platforming and interaction for successfully avoiding hits while chaining puzzle-style score combos.

I created some character poses with basic frames of animation for running, jumping and rolling - I then used this framework to design multiple alternative character skins that the player would unlock and get to play as while progressing through the game.

For the background and environment aesthetics I opted for a softer visual approach to counter the thick outlines surrounding the characters, items and collectables.

Concept Art | Character Design | Game Art | Animation | Game Design | UI

Concepts & development

I was involved in developing Judo Jumper's visual identity - I created menu guides and navigation through map screens and in-game mockups.

All level art and assets were designed with specific rules such as interactive square and rectangular blocks of different sizes - the larger the block, the more tapping or swiping was needed from the player to move or break an object.

I designed a variety of block types that could randomly spawn from above the screen for the player to dodge, attack or chain with other blocks.

Basic block types included simple crates for the player to tap to break - freeing up space and sometimes hiding collectables - more complex designs required the player to have to finger-swipe assigned markings in order to destroy - with the intention that as more blocks filled up the screen, the player would need to think quick to avoid incoming hazards while also attempting to remove others.

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Judo Jumper
(2017)

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(2015-)