Mini Games: Games Inspired by popular game mechanics
The Rat City
A sketchy, chaotic game about dodging rats and authority.
Team: Akshita Jain, Xinyi Shen
My Role: Illustration & visual direction
Duration:42 hours
Tools: Photoshop, Unity, custom brushes
🗺️ Concept:
The city’s mayor has been overthrown—rats now rule the streets.
You’re just trying to get home… but you’ll need to outwit gangs of rats to do it. Watch your step.
🧩 Gameplay:
Side-scrolling obstacle dodging
Sketchy art style reflecting urban decay and paranoia
Rats act as unpredictable “guards” with shifting movement patterns
🎨 Visual Style:
Greyscale + dirty color overlays
Emphasis on expressive rat shapes, fog, and broken buildings
✍️ Design Note:
"This game was about capturing the vibe of chaos in a city with no rules—fast, surreal, and personal."
Burning Halo Blues
Individual project exploring survival in a metaphorical hell.
My Role: Game design, illustration, environment art.
Duration: 15 hours.
Tools: Unity, Photoshop
🗺️ Concept:
You’re an angel who crash-landed in a glitchy, burning underworld.
Survive long enough to escape with your halo intact—or risk becoming part of the system.
🧩 Gameplay:
Top-down survival and dodging mechanics
Timer-based score: the longer you survive, the more “corrupted” the world gets
Halo acts as a dynamic health meter that changes visually
🎨 Visual Style:
Neon-and-ash palette
Harsh angular environments and flickering sprites
✍️ Design Note:
"This was my experiment with emotional difficulty—not just physical challenge. The world corrupts as you hesitate."
The Grind Never Ends
A visual metaphor for burnout and endless systems.
My Role: Narrative design, visual development
Duration: 15 hours
Tools: Unity, Procreate
🗺️ Concept:
A game about being stuck in a loop.
Wake up. Work. Crash. Repeat. But can you spot when the game starts breaking down?
🧩 Gameplay:
Endless side-scrolling with increasing visual noise
Repetitive tasks (jump, dodge, collect) slowly lose meaning
Background begins to glitch, objects repeat imperfectly
🎨 Visual Style:
Harsh reds and greys, monochrome figures
Characters lack faces—just shadows in motion
✍️ Design Note:
“This was built as a playable journal entry. It loops because that’s how burnout feels—until it breaks.”
Reflection
Across these prototypes, I focused on rapid, narrative-driven experimentation—each game was built in under two days to test how simple mechanics could express mood, metaphor, and tension. By pairing distinct visual styles with emotional hooks, I explored how even quick sketches can carry meaning. These games taught me how to prioritize clarity, iterate fast, and design with intention, even under tight creative constraints.