Concept Art

Game Concepts

Pitch art for games that don't exist yet. Each concept gets several different takes — a direction, a mood, a mechanic — before a line of gameplay code is written.

Every take is a sample frame of the game: the real play viewport, the HUD where it would sit, and every mark placed from that game's own reusable asset pack — so the picture you pick is the pack the build starts from. Newer concepts are drawn as vectors; the earlier ones are native 160×120, ≤16 colors, hard pixels.
01

Second City

A Chicago love-letter arcade collection where every mode is built from the city itself — the El, the green river, and the lake-effect snow.

Second City — Loop Runner
Take 1
Loop Runner

An El-train line-running game: you drive a Green Line run across the elevated Loop at dusk, timing signals, hitting station marks, and threading express slots between other trains. Miss a brake point and you blow past a platform full of commuters; chain perfect stops to unlock rush-hour speed. The skyline scrolls behind you — Sears and Hancock silhouettes against the sunset — while the street glows far below the girders.

Second City — River Dye Day
Take 2
River Dye Day

A St. Patrick's Day steering dash down the freshly dyed Chicago River. Pilot an overloaded tour boat through the downtown canyon, ducking bascule bridges as they lower, riding dye swirls for boost, and keeping your passengers dry past Marina City's corncob towers. One long winding river run from Wolf Point to the lake lock, chasing the parade.

Second City — Lake Effect
Take 3
Lake Effect

A quiet winter survival walk along the frozen lakefront in a lake-effect blizzard. Manage warmth and wind exposure as you push from lamp post to lamp post, reading the ice, sheltering behind breakwater rocks, and deciding when a shortcut across the floes is worth the risk. The hazy skyline is your compass; the orange parka is the only warm thing for miles.

Asset Pack — every pixel above is placed from these
Second City reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Second City — Loop Runner (vector)
Vector Take 1
Loop Runner
Second City — River Dye Day (vector)
Vector Take 2
River Dye Day
Second City — Lake Effect (vector)
Vector Take 3
Lake Effect
02

Kickvolt

An electric-scooter arcade game where speed is always borrowed from a battery you can feel draining.

Kickvolt — Neon Rush Hour
Take 1
Neon Rush Hour

An endless swerve down a rain-slick midnight avenue, weaving between taxi tail lights as the city's neon reflects off the wet asphalt. One-thumb lane shifts, near-miss combo multipliers, and a speed cap that only rises while you hold a perfect line. The run ends when you clip a bumper - or when the grid flickers out.

Kickvolt — Golden Hour Descent
Take 2
Golden Hour Descent

A side-view trick game set on one long mountain road at sunset: every guardrail, kicker, and hairpin is a line to be styled on. Hold and release to pump, whip, and superman off lips, chaining a single unbroken combo from summit to valley floor. Score is judged when you land clean - bail once and the light dips a little closer to the horizon.

Kickvolt — Last Bar Express
Take 3
Last Bar Express

A battery-management courier game across a heat-shimmering desert: parcels strapped to the rack, four bars on the cell, and solar charge totems spaced just slightly too far apart. Throttle, coast, and drafting decisions turn every delivery into a route-planning puzzle, and overcommitting means pushing your scooter under circling buzzards. Deliver on time with juice to spare and you unlock longer, richer, riskier routes.

Asset Pack — every pixel above is placed from these
Kickvolt reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Kickvolt — Neon Rush Hour (vector)
Vector Take 1
Neon Rush Hour
Kickvolt — Golden Hour Descent (vector)
Vector Take 2
Golden Hour Descent
Kickvolt — Last Bar Express (vector)
Vector Take 3
Last Bar Express
03

Paddle Out

A pixel-art kayak game where every current, tide, and glassy calm is a different way to read the water.

Paddle Out — Canyon Rush
Take 1
Canyon Rush

Vertical-scrolling whitewater slalom down a sunset canyon: thread hanging gates, dodge boulders, and ride foam ledges as the river narrows and quickens. Score is a mix of clean gate runs and style from surviving the big drops. Short, replayable runs built for handheld sessions.

Paddle Out — First Light
Take 2
First Light

A slow, side-scrolling dawn on a mist-wrapped lake: paddle out by lantern light, cast for whatever is rising, and chart hidden coves before the sun burns the fog off. No timers and no fail state, just a fish log, a hand-drawn map that fills in, and the quiet ritual of one morning at a time.

Paddle Out — Glimmer Cove
Take 3
Glimmer Cove

Tide-puzzle spelunking in moonlit sea caves where bioluminescent water glows around your wake. The tide marks on the walls are the puzzle: wait, or act, as rising and falling water opens some passages and seals others. Plan a route through the cave system before the tide strands you, guided only by moonlight and the creatures you disturb.

Asset Pack — every pixel above is placed from these
Paddle Out reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Paddle Out — Canyon Rush (vector)
Vector Take 1
Canyon Rush
Paddle Out — First Light (vector)
Vector Take 2
First Light
Paddle Out — Glimmer Cove (vector)
Vector Take 3
Glimmer Cove
04

Breakaway

A cycling game about reading the road and spending your legs at exactly the right moment.

Breakaway — The Chase
Take 1
The Chase

Rear-camera stage racing through summer countryside: you are the lone chaser burning matches to bridge up to the peloton. Manage a single stamina bar against wind, drafting, and rolling terrain, then decide whether to attack or sit in. Every stage ends in a sprint you have to have saved something for.

Breakaway — Fall Line
Take 2
Fall Line

A pure alpine gravel descent — no pedaling upward, only gravity, drift, and nerve down endless switchbacks. Lean into loose corners past marker stakes while dust trails score your line, and one bad bite of gravel ends the run. Short, replayable time-trial runs built for a handheld's d-pad.

Breakaway — Golden Hour
Take 3
Golden Hour

A one-on-one match-sprint duel on a sunset velodrome, all tactics until it suddenly isn't. Stalk your rival up and down the banking, feint, and hold position until one of you commits to three laps of flat-out speed. Two buttons, sixty seconds, best of three heats.

Asset Pack — every pixel above is placed from these
Breakaway reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Breakaway — The Chase (vector)
Vector Take 1
The Chase
Breakaway — Fall Line (vector)
Vector Take 2
Fall Line
Breakaway — Golden Hour (vector)
Vector Take 3
Golden Hour
05

Bluewater

A pixel-art swimming game for the Pico 2W handheld, pitched in three directions: pool-lane rhythm racing, open-water course navigation, and one-breath freediving.

Bluewater — Lane Seven
Take 1
Lane Seven

An Olympic lane-race rhythm game seen from a chase cam behind your butterfly swimmer: tap in time with the stroke to hold speed, nail the breath window or drown your rhythm. Lane ropes converge on the far timing wall while rival splashes creep up in the neighboring lanes. Races last ninety seconds and lose or win by a fingertip.

Bluewater — Crossing at Dusk
Take 2
Crossing at Dusk

Open-water navigation at sunset: sight the orange buoy line, read the current streaks sweeping the sea, and pick the ferry angle that drifts you onto the mark instead of past it. Stamina, chop, and fading light pressure every route choice. A chill-but-tense pathfinding swim where the shortest line is rarely the fastest.

Bluewater — One Breath
Take 3
One Breath

A freediving descent down a single line into a bioluminescent deep, with one breath as your only resource meter. Every meter down doubles the pull of the glowing chasm below, but the surface only gets farther away. Push depth records, spot the leviathans, and always leave enough air to make it home.

Asset Pack — every pixel above is placed from these
Bluewater reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Bluewater — Lane Seven (vector)
Vector Take 1
Lane Seven
Bluewater — Crossing at Dusk (vector)
Vector Take 2
Crossing at Dusk
Bluewater — One Breath (vector)
Vector Take 3
One Breath
06

Shamble City

A cartoon-spooky zombie side-scroller where you outrun, outskate, or outright lead the shambling horde through a city that has gone delightfully undead.

Shamble City — Moonlight Parkour
Take 1
Moonlight Parkour

A momentum runner across the rooftops of a moonlit city, one leap ahead of the shamblers. Chain vaults over chimneys, water tanks and antenna wires with a single jump button that rewards rhythm, because the streets below are a carpet of glowing green eyes. Miss a gap and the horde is no longer behind you, it is under you.

Shamble City — Midnight Mall Run
Take 2
Midnight Mall Run

Kick-push a skateboard through a dead shopping mall lit only by leftover neon. Storefronts breach one by one and spill shamblers onto the tiles, so you carve around them, grind planters and escalators, and keep speed up because the lights die behind you section by section. Lose momentum and the mall goes dark with you still inside.

Shamble City — Pier Piper
Take 3
Pier Piper

The twist take: here you WANT the zombies to follow. Lead a bobbing conga line of the undead down a sunset carnival pier with your lantern on a pole, recruiting every shambler you pass. The longer the line grows, the bigger the score and the harder it is to snake it past ride queues, bumper cars and the edge of the boardwalk.

Asset Pack — every pixel above is placed from these
Shamble City reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Shamble City — Moonlight Parkour (vector)
Vector Take 1
Moonlight Parkour
Shamble City — Midnight Mall Run (vector)
Vector Take 2
Midnight Mall Run
Shamble City — Pier Piper (vector)
Vector Take 3
Pier Piper
07

Pocket Links

A handheld golf game pitched in three directions: sunset power-arc drives, top-down contraption mini-golf, and a lantern-lit putting duel.

Pocket Links — Golden Hour Links
Take 1
Golden Hour Links

Classic side-view links golf where every hole is played against a sinking sun. Hold to build power, release on the swing meter, and watch the dotted arc sail over silhouetted dunes toward a distant pin. Wind, elevation, and the fading light of a nine-hole round are the whole game.

Pocket Links — Gizmo Greens
Take 2
Gizmo Greens

Top-down mini-golf through a workshop of contraptions: spinning windmills, kicker bumpers, and conveyor belts that carry your ball where a putt can't. Each hole is a one-screen puzzle with a par to beat and a machine to outsmart. Time your single stroke so the course does the rest of the work.

Pocket Links — Midnight Putting Duel
Take 3
Midnight Putting Duel

A moody one-on-one putting duel on a floodlit green after the course has closed. Players alternate reads of the same slippery slopes, and the ring of light shrinks with each round, hiding more of the break in darkness. First to three sunk putts under pressure takes the match.

Asset Pack — every pixel above is placed from these
Pocket Links reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Pocket Links — Golden Hour Links (vector)
Vector Take 1
Golden Hour Links
Pocket Links — Gizmo Greens (vector)
Vector Take 2
Gizmo Greens
Pocket Links — Midnight Putting Duel (vector)
Vector Take 3
Midnight Putting Duel
08

Deep Pocket

Arcade pool with real bank-shot physics and three very different souls: a smoky basement hustle, a neon trick-shot puzzle table, and zero-gravity billiards among the stars.

Deep Pocket — Last Rack
Take 1
Last Rack

A noir hustle career: one lamp, one table, and a stranger in a hat who bets more than he should. Work your way up a smoke-filled basement circuit, reading opponents and managing the wager between racks. Matches play out top-down; the mood does the rest.

Deep Pocket — Neon Bank
Take 2
Neon Bank

A synthwave trick-shot puzzler: every table is a hand-built contraption of portals, bumper diamonds, and glowing rails. Plot your dashed trajectory, bank off the cushion, thread the portal, and drop the nine on the goal pad. Par-stroke scoring turns each level into a tiny geometry proof.

Deep Pocket — Event Horizon Break
Take 3
Event Horizon Break

Zero-g billiards where every table is a pocket solar system. Shots curve around gravity wells, planet-balls carry their own mass, and the corner pocket is a wormhole. Master the slingshot: skim the black hole close enough to bend the impossible shot home.

Asset Pack — every pixel above is placed from these
Deep Pocket reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Deep Pocket — Last Rack (vector)
Vector Take 1
Last Rack
Deep Pocket — Neon Bank (vector)
Vector Take 2
Neon Bank
Deep Pocket — Event Horizon Break (vector)
Vector Take 3
Event Horizon Break
09

Lastlight

You are the keeper of a lonely lighthouse: aim the beam, mind the lamp, and bring ships home through whatever the sea sends.

Lastlight — Gale Warning
Take 1
Gale Warning

A storm-night arcade of beam-aiming: rotate the lantern to catch ships in your cone of light and steer them between the rocks before the waves do. Fuel burns, the wick chars, and lightning whites out your view at the worst moments. Score runs get faster and meaner with every ship saved.

Lastlight — Keeper's Morning
Take 2
Keeper's Morning

A cozy island life-sim lived in daylight: tend the garden, feed the hens, hang the washing, and polish the great lens before dusk. Every chore you finish makes the night watch easier, and every ferry brings letters, seeds, and visitors to your little rock. The storm still comes, but you meet it rested and stocked.

Lastlight — The Fog Bell
Take 3
The Fog Bell

An eerie mystery in a fog that never lifts: your beam is the only tool for probing the grey, and what it finds is not always a ship that should still float. Sweep the light, log what you see, and ring the bell only when you are sure, because the drowned remember who called them in. Each night the fog gives back a little more of the truth about the last keeper.

Asset Pack — every pixel above is placed from these
Lastlight reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Lastlight — Gale Warning (vector)
Vector Take 1
Gale Warning
Lastlight — Keeper's Morning (vector)
Vector Take 2
Keeper's Morning
Lastlight — The Fog Bell (vector)
Vector Take 3
The Fog Bell
10

Waggle & Bloom

A beekeeping and pollination game about tending hives, routing bees across flowering meadows, and growing a small garden economy on honey.

Waggle & Bloom — Hollow Hill Apiary
Take 1
Hollow Hill Apiary

A cozy top-down apiary builder bathed in golden afternoon light. Place hives, fences and garden plots, then draw dotted foraging routes so your colonies pollinate the crops that fund the next expansion. Slow, warm, and endlessly rearrangeable - a pocket farm where the workers have wings.

Waggle & Bloom — Nectar Run
Take 2
Nectar Run

A side-view flight arcade starring one very round bee crossing a sunset flower field. Weave through golden pollen rings, skim silhouetted blooms for nectar, and keep your trail combo alive before dusk ends the run. One-thumb controls, dusk-drenched palette, pure flow.

Waggle & Bloom — The Turning Meadow
Take 3
The Turning Meadow

A seasonal meadow strategy game played on a valley split between spring and autumn around a great hive-tree. Claim field territories with hive markers, route foragers across the river, and rebalance your colonies each time the season line creeps across the map. Every turn the meadow turns - your bees must turn with it.

Asset Pack — every pixel above is placed from these
Waggle & Bloom reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Waggle & Bloom — Hollow Hill Apiary (vector)
Vector Take 1
Hollow Hill Apiary
Waggle & Bloom — Nectar Run (vector)
Vector Take 2
Nectar Run
Waggle & Bloom — The Turning Meadow (vector)
Vector Take 3
The Turning Meadow
11

Wick

A cave platformer where your light is a consumable. The lantern is the only thing keeping the dark off you, and every second it burns is a second you spent.

Wick — The Long Way Down
Take 1
The Long Way Down

Descend a cave one lit room at a time, carrying a lantern that shows you about a body-length of floor and nothing else. Ledges, drops and the things sitting on them exist whether or not you can see them, so progress is a bet on what the dark is hiding. Oil is the real currency: burn it bright to move fast, run it low to stretch the level, and learn a room well enough that you can cross it half-blind.

Wick — Oil and Nerve
Take 2
Oil and Nerve

A run where the gauge is almost empty and the light has collapsed to arm's length. Refills sit on pedestals you can see from across a room, which turns every pickup into a choice about how much dark you are willing to cross to reach it. Slimes and bats do not chase the light so much as wait at the edge of it, so the last stretch to a flask is played on nerve and memory rather than reflex.

Wick — The Flooded Vein
Take 3
The Flooded Vein

Deeper down, teal crystal seams light whole chambers for free - light you cannot carry, spend or lose. The rule flips: you are not rationing the dark any more, you are working out how to move between fixed pools of light across water that kills a lantern on contact. A route through here costs nothing but demands you leave the thing keeping you alive behind.

Asset Pack — every pixel above is placed from these
Wick reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Wick — The Long Way Down (vector)
Vector Take 1
The Long Way Down
Wick — Oil and Nerve (vector)
Vector Take 2
Oil and Nerve
Wick — The Flooded Vein (vector)
Vector Take 3
The Flooded Vein
12

Bilge

A one-thumb flooding puzzle on a ship that is already sinking. You never remove the water - you only decide which room has to hold it, and what that costs.

Bilge — Seal or Spread
Take 1
Seal or Spread

The whole game in one decision, played on a four-room cutaway. Shut the doors and the leaking room takes it all: deep water, one compartment lost, the cargo crate bone dry on the far side. Open them and the same water shares itself out ankle-deep everywhere, easy to wade, easy to pump - and now it is touching the one thing you were paid to keep dry. Neither answer is the right one twice in a row.

Bilge — Weight and List
Take 2
Weight and List

Water is weight, and weight goes somewhere. Let the bow take it and the bow goes down, which drags the next set of doors under the waterline and decides your options for you. The sea stays level while your deck does not, so the whole ship becomes a balance puzzle you solve by moving barrels aft and choosing which end you are willing to lose.

Bilge — The Last Dry Room
Take 3
The Last Dry Room

The end state of a bad run and the best minute of the game. Two compartments are gone to the deckhead, the crate is stacked on crates above the waterline, and the pump only outruns the leak while somebody keeps cranking it. Everything you do now trades one loss against another - and the door that is still holding is the one you sealed ten decisions ago.

Asset Pack — every pixel above is placed from these
Bilge reusable sprite, tile, and background asset sheet
Vector Pack — same takes as an SVG symbol library, sharp at any size
Bilge — Seal or Spread (vector)
Vector Take 1
Seal or Spread
Bilge — Weight and List (vector)
Vector Take 2
Weight and List
Bilge — The Last Dry Room (vector)
Vector Take 3
The Last Dry Room
13

Hammer

A curling game built on the sport's one genuinely cruel idea: the shot is over the moment you let go, and everything after that is watching. Two takes on one game - the same sheet, the same shot, the same controls, seen through two different cameras.

Concept Scenes — sample frames of the game, every mark placed from sprites.svg
Hammer — Club Night - Overhead (vector)
Take 1
Club Night - Overhead

Ordinary curling seen from straight down, with nothing hidden - the whole sheet on screen at once, every stone, every angle and every gap visible while you pick the shot. A circle is a circle from here, so the picture and the physics are the same object: what looks like it clears the guard does clear it. Sweeping is a mark on the ice rather than a pair of figures, and the camera never moves, so nothing surprises you except the ice.

Hammer — Club Night - Tilt (vector)
Take 2
Club Night - Tilt

The same game with the camera dropped toward the ice - a parallel projection, not a perspective one, so nothing converges and one constant is the whole camera. Stones gain a side and read as forty pounds of granite instead of counters, a curler is a person again so the sweepers and the skip's broom come back, and the far boards put you in a building rather than over a diagram. The trade is real: the tilt spends screen height on world instead of sheet.