Damned Veil is a dark, horror-themed pixel game set in a mysterious magical world. Inspired by the physics of carrom, players must carefully plan each geometric shot to defeat enemies using limited ammo.
Unique Features
-
Carrom-inspired Gameplay
Like carrom, every shot counts. Angles matter, and smart plays can clear the map. -
Easter Egg
Player who discover mysterious pattern can unlock powerful effect, dare to try it out?. -
Challanging Boss Battles
Featuring a challenging Souls-like boss that requires careful planning and strategic thinking!.
My Role: Artist & Programmer
I was responsible for designing the game’s atmosphere and environments (map). What makes this project special for me is my experiment with normal mapping in pixel art. I also creating the Procedural Spawner Logic (a part of my thesis) for this game.
The Problem & The Solution
The Problem:
- Native 2D pixel art often feels visually flat under standard lighting.
- The Game Designer has difficult time to create a challenging and fun level.
The Solution:
- I implemented an experimental 2D Normal Mapping technique to make the pixel environment react dynamically to pinpoint light sources, it works!.
- I created a procedural spawner logic to create a challenging and fun level yet balanced.
Technical Details
- Carrom-inspired Combat: Calculated exact angle reflections for bounce shots across complex map geometry.
- Dynamic Normal Mapping: Attached generated normal maps natively to 2D sprites, drastically shifting how the engine renders light in a flat space.
- Procedural Spawner Generation: Created a system that can generate deterministic enemy placement.
Challenges & Learnings
Building highly modular systems using UnityEvents was an absolute game-changer. I learned that relying entirely on tightly coupled Delegates often breaks fast-moving architectures. Moving to a UnityEvent setup meant I could trigger UI changes, particle effects, and death sequences directly from the Inspector without hard-coding references! I also learned how to achieve 3D like lighting effect on 2D pixel art by using normal maps.
There is a lot more to tell about making this game, i will write the journey when i have time.
Read the full Devlog
Damned Veil is a dark, horror-themed pixel game set in a mysterious magical world. Inspired by the physics of carrom, players must carefully plan each geometric shot to defeat enemies using limited ammo.
Unique Features
-
Carrom-inspired Gameplay
Like carrom, every shot counts. Angles matter, and smart plays can clear the map. -
Easter Egg
Player who discover mysterious pattern can unlock powerful effect, dare to try it out?. -
Challanging Boss Battles
Featuring a challenging Souls-like boss that requires careful planning and strategic thinking!.
My Role: Artist & Programmer
I was responsible for designing the game’s atmosphere and environments (map). What makes this project special for me is my experiment with normal mapping in pixel art. I also creating the Procedural Spawner Logic (a part of my thesis) for this game.
The Problem & The Solution
The Problem:
- Native 2D pixel art often feels visually flat under standard lighting.
- The Game Designer has difficult time to create a challenging and fun level.
The Solution:
- I implemented an experimental 2D Normal Mapping technique to make the pixel environment react dynamically to pinpoint light sources, it works!.
- I created a procedural spawner logic to create a challenging and fun level yet balanced.
Technical Details
- Carrom-inspired Combat: Calculated exact angle reflections for bounce shots across complex map geometry.
- Dynamic Normal Mapping: Attached generated normal maps natively to 2D sprites, drastically shifting how the engine renders light in a flat space.
- Procedural Spawner Generation: Created a system that can generate deterministic enemy placement.
Challenges & Learnings
Building highly modular systems using UnityEvents was an absolute game-changer. I learned that relying entirely on tightly coupled Delegates often breaks fast-moving architectures. Moving to a UnityEvent setup meant I could trigger UI changes, particle effects, and death sequences directly from the Inspector without hard-coding references! I also learned how to achieve 3D like lighting effect on 2D pixel art by using normal maps.
There is a lot more to tell about making this game, i will write the journey when i have time.
Read the full Devlog