I received 24 working prototypes with bare mechanics and no visuals. Over three months I built everything on top of them: the brand, the visual system, a cast of four characters reused across all games, skeletal animation driven by Rive state machines, an animated intro for every game, all assets and the UI. I worked as the sole visual designer, consulting with the client but with full design autonomy.
The idea behind the cast: four friends who compete hard, prank each other, and always stay friends. Every design decision had to read instantly on one shared screen, with four players watching at once.
Played on one shared screen by up to four kids.
Each of the 24 games starts with a short animated intro that sets up the game through the characters rather than text.
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Intro example explaining gameplay idea
Main characters was rigged in Rive with a full state machine: multiple states covering walking in four directions, a three-phase jump, crouch, hit, throw and kick. Developers trigger states straight from game logic, so one rig covers every action a game needs.
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Rive state machine — multiple states, ready for developers to drive from game logic.
The four players keep their colour, personality and silhouette logic in every game, while their form changes to fit the mechanic: blobs, hedgehogs, blocks in cowboy hats, cloud riders. Each player can find "their" character instantly, whichever game is on.
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Same four players, reskinned per game — one cast, many looks.
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Accessories are separate pieces that sit on any form: some recolor with the player, others stay neutral and are shared by the whole cast.
Every game follows the same three steps. Players pair their gamepads in the Lava Vision lobby, watch a short how-to-play screen, and jump straight into the round. The flow never changes, so kids learn it once and can start any of the 24 games on their own.
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Gamepads connecting
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