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Pogo is a jump-centric platformer starring Po, a regular if dim-witted human, and Dox, a sentient world-travelling pogo stick. Bounce through whimsical worlds collecting junk food and meeting various colourful characters along the way. Time your jumps perfectly to soar even higher as you journey to find the portals and take your adventure further!

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Pogo was developed in Unity over a 12 week semester as part of a university project at Swinburne University of Technology.

Developer: Talbat Studios

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Platforms: PC

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Genre: 2D Platformer

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Year Developed: 2014

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Roles:

  • Lead Designer

  • Artist/Animator

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Software Used:

  • Unity

  • Trello

  • Adobe Photoshop

  • Adobe Flash

  • Paint Tool SAI

Creative Direction

I led a team of six to create a game prototype in 12 weeks. As part of this, I regularly organised sync-up meetings in which the team aligned on the vision for the game, then co-ordinated the tasks and schedule needed to achieve our deliverables for each week. I also facilitated the voice over sessions for the game, writing up a script and helping direct the voices to get the performance we were after.

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Easter Egg-Filled Level Design

 I designed each of the levels in the game, beginning from the initial greyboxing to the final versions within the game. Each level was built around the pogo stick's progressively strong bounces, with a significant focus being on using the verticality of the bouncing to uncover alternative routes.

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I took particular joy in hiding secrets and easter eggs in each level for explorative players who looked to search every nook and cranny, teaming up with the other projects in my unit to include quirky little crossovers in our game.

Implementing an extra layer of Polish

I collaborated with the artists to design assets used for the protagonists, the NPCs and the level elements in the game. I often did this in tandem as I was level designing, illustrating assets I knew I'd need as I went. I also animated several of the characters in the game using Adobe Flash.

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