Bullet Dance is an anime-as-hell, fast-paced, top-down, rhythmic bullet hell, boss rush game, where the goal is to defeat handcrafted bosses, which shoot barrages of bullets to the rhythm of hyper music that adapts to what is happening on screen. But there’s a twist! Your only form of attack is hitting back the projectiles with your trusty baseball bat, on rhythm.
Bullet Dance aims to be an anime-as-hell game with a street-style flair to its visuals.
To enforce this look, I have developed several shader-based visual effects that enhance this visual aesthetic.
These effects partially contributed to the game’s unique visual style, creating a stylish impression.
Bullet Dance is an ambitious game built by passionate people with sporadic schedules.
In times of need, I acted as a fill-in programmer, responsible for implementing an SFX system and developing the cutscene system.
Additionally, I handle bug fixes upon short notice, ensuring the game experience is as smooth as possible.
Bullet Dance is a 2D top-down pixel art game that requires animation to play on beat. As we use sprite-based animations, we would typically need multiple animation files and a complicated animation logic just to animate a character in 4 directions, making the process inflexible to changes. As such, I have developed several independent animation systems: one streamlining the use of sprite-based animations, one to handle music synchronization, and one that handles animation logic separately from the game logic. These systems have helped production to be faster and more flexible while enhancing the game’s visual feel.
Enemy design can contribute to a game's visual identity, which I take seriously.
I am responsible for creating a range of unique, cool-looking enemies.
I emphasize visual detail in the designs to make the enemies more memorable and striking while
leaning on Japanese and anime iconography to establish the anime connection in an otherwise pixelated game.
I brought Bullet Dance enemies to life by experimenting with various techniques, such as rig animation, to achieve fluid animations.
I focused on making the enemies' motions expressive, imbuing unique personalities to the enemy characters.