Protean Gameplay Walkthrough

Proteantending or able to change frequently or easily, or able to do many different things; versatile. It’s a very fitting title for this fast-paced “auto-runner” game, where size does matter. Alter your natural state at will to become gargantuan or minuscule at a moment’s notice to smash, slip, and dash up, over, and through any obstacles in your way. The point? Just keep running.

The game has been created over an 8-month period by a team of 5 called Missed Kibble Productions as our first-year project for our undergraduate degree.

Look and Feel

Astrid must break free. She has spent too many years trapped in that lab, like some sort of test animal. It’s time to take action. After she breaks free, Astrid’s goal is to get as far away from that lab as possible. First, she must get her bearings and find her way out of the facility, but she won’t be out of trouble yet. Finding her way out of a city she’s never seen before will present a greater challenge. Last but not least, her most daunting task will be to find her way through the dilapidated wasteland that surrounds the city. Not a soul has traversed these sprawling cesspools since the great war – the path is much too treacherous. Sanctuary lies on the other side, where she will be free. Armed with only her powers and determination, Astrid makes a break for it. Escaping is her only hope.

Protean is a relatively fast-paced game, with little time for the players to make mistakes. It relies on the player’s dexterity and hand-eye coordination, as the player must quickly react to the endless slew of environmental obstacles that are thrown their way. The size-changing mechanic adds an extra level of complexity to the traditional “auto runner” style game, which contributes to the overall difficulty and adds more fun to the players’ experience. 

The art style of the Protean is one that is reminiscent of the retro-futuristic era, melded with a dystopian society. It consists of varying color schemes for each independent level. This art style was chosen as the troupes of this type of aesthetic tie in with the anarchy and dystopian feel we are trying to convey with the story. 

Logo, Character, and Environmental Concept Art

 Astrid was always different. Her mother knew from the moment she was born she was special. She seemed to grow at quite a strange rate. As she matured, this became increasingly apparent. One day she would be the size of your average human toddler, the next she towering over her mother. Other days she was nowhere to be found, until her dear mother peered inside her purse to find Astrid nestled inside among her wallet and keys. 

Mother knew she had to keep this a secret, lest someone found out about her daughter’s little talent. She knew some may find her abilities useful, for all the wrong reasons. Try as she might, all of her efforts to keep things under wraps were for naught when the Men in Black Suits came knocking. This was exactly what Mother was afraid of. 

They coveted her abilities – they saw the usefulness of her talent for military advancement. In warfare and otherwise, she would be invaluable. Mercilessly, they tore Astrid from her Mother’s arms, and brought here to an undisclosed location to begin testing. 

For many years she has been trapped in the depths of a testing facility, being poked and prodded. But enough is enough. It’s time to escape. 

I have created these conceptual illustrations based on my vision of Astrid. Below are the concept illustrations that I have created for Protean, including the final designs for the Protean game logo, as well as the final Missed Kibble Productions logo.

3D Models

I have textured the 3D model for Astrid (the main playable character) as well as 3D modeled and textured all of the environmental models shown below. These 3D models were later implemented in Unity into the Protean game.

Cutscenes

In addition to the concept art, logos, 3D models, and set-dressing, I am also responsible for illustrating and editing the opening and closing cutscene sequences.