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Jair de Almeida Cuomo - Game Dev
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Jair de Almeida Cuomo - Game Dev
  • Home page
  • Portfolio
    • Work Projects
      • Fortnite - Obby but on a Bike
      • Fortnite - Teamwork Puzzles
      • Fortnite - Virtual Circus RP
      • Fortnite - LEGO Red vs Blue
    • Personal Projects & Game Jams
      • Clockworlds
      • Slime Jump
      • AntonSneeze
      • Izakaya Rush
    • School Projects
      • Folding Fables
      • Abyss Clicker
      • Warhammer 40k - Squig Gamez
      • TIBS
  • Contact Me
  • More
    • Home page
    • Portfolio
      • Work Projects
        • Fortnite - Obby but on a Bike
        • Fortnite - Teamwork Puzzles
        • Fortnite - Virtual Circus RP
        • Fortnite - LEGO Red vs Blue
      • Personal Projects & Game Jams
        • Clockworlds
        • Slime Jump
        • AntonSneeze
        • Izakaya Rush
      • School Projects
        • Folding Fables
        • Abyss Clicker
        • Warhammer 40k - Squig Gamez
        • TIBS
    • Contact Me

PLAY HERE FOR FREE

One HECK (hell) of an allergy!

Anton caught a cold, and a strong one to bout!
It's so strong that EXPLOSIVES come out from his sneezes!

Help Anton find a cure for his dangerous illness, and destroy anything on your path...
... and why you ask?

WHO CARES! IT'S HAPPY HOUR!

FEATURES

  • 4 Worlds

  • 10+ Levels

  • A LOT of things to blow up

  • 1 POWERFUL sneeze

  • 20+ New voicelines for Anton!

Project Info

Made with Unity

Made for the Summitsphere's AntonJam 2022

Developement time: 2 months
(Aug 2022 - Sep 2022)

Main Roles

Generalist Game Designer, Level Designer, UI/UX Designer, 2D Artist, Editor

Documentation

Mechanics design

Level design

UI/UX design

Asset production

Trailer editing

Mechanics Design

I was responsible for the initial pitch of the game, as well for the proposal of the interactions the game would've offered on a complete game jam experience.

My goal was to create a unique experience both in its gameplay and aesthetic, creating something akin to the jam's source material, Antonblast, and some of its inspirations, the Wario Land and Crash series.

Level Design

I was responsible for the design of most of the levels, while supervisioning the remaining levels developed by other members of the team.

The goal was mainly to create levels that would challenge the player's ability on the main mechanic, while also nudging them to the correct path to take.

Each level also has secrets that use the zoom out function present while charging a sneeze, which makes the game more replayable for players looking for all the hidden treasures.

UI/UX Design

I was responsible for the game's overall feel.

The goal was to commit on the element of chaos that the game heavily relies on, adding many different effects to the player's actions, such as screenshake, particle effects, sound effects and squash & stretch on the player's spite.

The UI was meant to be as eccentric as the whole game was, offering unconventional UI elements for the player's health, score and combo system.

Jair de Almeida Cuomo - Game Designer
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