Anıl Sidar Ildan Game Designer & Artist

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Snowbrawll

Snowbrawll
RELEASED

Trailer Screenshots Design

Group project — Game designer & artist

01. Context

Snowbrawll is a 2–4 player party brawler, local and online. Grow a snowball, throw it, knock friends off the cliff. Maps cheat with portals, moving blocks, and a football mode. The loop is greed versus timing: no ball and you are exposed; a huge ball and a miss ends you.

02. My Work

This was a group project. I worked as game designer and artist — core loop, modes, map toys, and the read of the character in a loud room. I helped take the game from prototype to a Steam launch.

Design Goals

  • Make a game that is readable in the first 30 seconds.
  • Make a game that has a fun base, and a mechanic that can be built upon.
  • Finish a low-scope game within 3 months.

Learning Outcomes

  • Collaboration on a small shipped team — working on design, art, and production in the same week.
  • How multiplayer works, making a clean looking game.
  • Shipping and marketing a game within a short period of time.

03. Software used

  • Unity
  • Photoshop
  • Blender
  • Audacity
  • Notion
  • GitHub

Steam

Trailer

Screenshots

Design

Player verb
Grow a snowball. Throw it. Knock friends off the map. Headbutt when you have nothing left.
Core loop
Size is power and a timer. Without a snowball you are exposed. With a huge one you can end the round — if you do not miss.
The arena as a verb
Portals, a bell that moves the floor, football mode. The map is not a backdrop; it is another throw.
What I owned
Game design and art. Party feel, modes, and the read of the snowball in a loud room.
Loop diagram
Paper prototype