The revenge list

Designer and Art Lead

During the third year of university, we had to create a professional project (in our case, a game), together with a team we had previously assembled, and mentored by Rockstar Games.

I took part in the organization and recruitment of the team, the brainstorming meetings, the communication, the pitches and presentations. My main role concerned the art team (a character or sprite artist, a background artist, and an animator), and connecting the art side with the programming side, including documentation and implementation.

The Revenge List is a 2D comedy-action game with rhythm game elements. The player is put in the shoes of a cartoony, over-the-top villain, who keeps a list of people she holds a petty grudge against for minor offences. 

Presentations, pitches, and documentation

After getting the team together, I wanted to come up with a concept that would have the entire team motivated. Some team members were shy, and having had experience with brainstorming sessions, I was afraid the few confident members' ideas would prevail and the quieter members would be afraid to speak up if everyone already agreed on an idea.

So, I created a Google form to assess what everyone's preferences would be. This form had various sections, such as questions about the genre of game everyone wanted to create, and specific questions about what area of expertise: for example, I asked the artists what they would like to draw/improve on, and what they'd rather not draw.

This was great at informing the real brainstorming sessions, where I presented the form results in a powerpoint presentation.



After deciding on a concept, we worked together on presenting our ideas and visualizing everything properly on our pitch, which was accepted by the lecturers and we were able to carry out the game as a student-led project.

I assigned each person from my team a page or section to gather or create material for in order to have a strong sense of collaboration right from the start.

Initial Pitch
STYLE GUIDE - POST DEV


The style guide was something which evolved greatly during the development, and a document which was of great help as a reference for the artists to follow in order to keep a coherent look to the game.

This wasn't easy, as our artists came from different backgrounds, and we had to face several challenges in order to find a style which would fit all of our styles and vision.

UI Concept






I started by sketching out my vision for the game - what the main viewport was going to look like, an early, and a few different concepts for representing the main character's health, both on the top and on the bottom. The whole team was consulted.


I also designed, and came up with, the rhythm segments of the game as a darker overlay during boss fights.

The player needs to move the sword around the 4 directions in order to strike the skulls to the rhythm.

Slashing them works, but in order to get the most points, the player has to poke them in the middle.

Some of the finished UI assets I created for the game and its tutorial.

Development Diary

Pre-Semester


Week 1


Week 2


Week 3


Week 4


Week 5


Week 6


Week 7


Week 8


Week 9


Week 10


Week 11


Week 12


Week 13

Check out the itch.io page!

 (And try the game out for yourself)

https://thecatalystgames.itch.io/the-revenge-list