
Way | 卓明
Sep 2024 - Dec 2024
Dev Engine
Game Maker Studio 2
Role
2D Artist | Animator
Genre
2D Platformer, Dual Protagonist, Story Rich, Pixel
Way is a narrative-driven 2D platformer exploring themes of existential uncertainty and the pursuit of one's future path. The project serves as a manifesto for the youth like me: follow your heart, ignore the noise. By manipulating level pacing and atmospheric art, I aimed to create a space where players confront their anxieties about the future, eventually reaching a peak of clarity and self-determination.
Game Length: ~ 1 hour
Game Highlights

My Work
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25 + stylized pixel character designs and animations
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12 + character emo portraits.
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9 + game assets
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1 pixel art illustration
GameMaker Studio | Procreate | Photoshop
Study & Iteration
mindset of a not-an-artist
Character Emotions


























For Way, I stepped up to lead the visual identity and 2D animation pipeline. My goal was simple: I wanted the player to feel the emotional weight of the climb through every pixel.
To get that snappy, responsive feedback you'd expect from a top-tier platformer, I spent a lot of time deconstructing Celeste’s animation logic. I wasn't just looking at the art; I was obsessing over the frame-by-frame flow and character weighting. I took those high-level principles and baked them into over 25 unique animations for our protagonists, Blank and Bridge.
This wasn't just about making up things cutesy, it was more about narrative concerns.
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Movement as Storytelling: When the story gets heavy, the characters’ movements reflect it. I iterated on their animation states so you can actually see the shift from fluid agility to labored, tragic exhaustion as they ascend.
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For the visual polish, I was using Procreate and Photoshop. I constantly tweaked the environment and color palettes based on what we saw in playtests. Everything—from the pixel density to the desaturated tones—was designed to drive home that feeling of isolation and perseverance.
By the end of the project, I’d bridged the gap between a narrative designer and a hands-on developer. I’m most proud of the fact that we created a world where the environment acts as a silent narrator, letting players experience the story through action rather than just reading it.
Animation & Game Assets
Finale Illustration

Drawing Time-lapse












