Dont Turn Red

project overview

Dont Turn Red

year

my role

platform

iOS | Android

Don’t Turn Red! is an action game where players raid a vibrant, procedurally generated town to collect items and hats while avoiding the “red guys”.

Don’t Turn Red! is an action game where players raid a vibrant, procedurally generated town to collect items and hats while avoiding the “red guys”.

Don’t Turn Red! is an action game where players raid a vibrant, procedurally generated town to collect items and hats while avoiding the “red guys”.

Don't Turn Red

The goal of the project was to design a fun, fast-paced mobile game with simple one-finger controls and addictive “pick-up-and-play” mechanics. The intent was to blend poppy visuals, and and a repurposed progression systems to create a highly repayable experience that appealed to casual players.

The goal of the project was to design a fun, fast-paced mobile game with simple one-finger controls and addictive “pick-up-and-play” mechanics. The intent was to blend poppy visuals, and and a repurposed progression systems to create a highly repayable experience that appealed to casual players.

The goal of the project was to design a fun, fast-paced mobile game with simple one-finger controls and addictive “pick-up-and-play” mechanics. The intent was to blend poppy visuals, and and a repurposed progression systems to create a highly repayable experience that appealed to casual players.

Role

I led the game’s overall aesthetic direction and player experience, defining the core mechanics, user interface, and visual identity. The result was a playful design that reflected the somewhat chatoic style of the game and echoed current trends.

I led the game’s overall aesthetic direction and player experience, defining the core mechanics, user interface, and visual identity. The result was a playful design that reflected the somewhat chatoic style of the game and echoed current trends.

I led the game’s overall aesthetic direction and player experience, defining the core mechanics, user interface, and visual identity. The result was a playful design that reflected the somewhat chatoic style of the game and echoed current trends.

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