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Snowbrawll
- Type Group project
- Year 2025
- Role Game designer & artist
- Tags Party · Local · Multiplayer
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
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.