free him was developed over the course of a semester for CS 3152: Introduction to Computer
Game Architecture. It's a turn-based strategy game inspired by a retro synthwave aesthetic, where
you play as a mercenary hacker hired to ruin the lives of employees of the shady company that
wronged your client. Hack and blackmail your way through the shadowy ranks of the mysterious
Torchlight Corporation to complete each hitlist before the deadline, but be careful not to make your
targets too suspicious, or you'll be the one whose life is ruined instead.
Screenshot of free him's level editor
As Project Lead, I led and managed a team of six throughout development of the game. I also worked as
a programmer, implementing primarily backend and some frontend elements, but my main contribution was
our level editor, which I developed largely on my own. free him was coded in Java using LibGDX,
as was the level editor.
design
Title screen for free him
I was also the primary designer of our game's mechanics, UI, and overall look. I'm a huge fan of
synthwave music and the 80's retro-futurist aesthetic in general, and part of what I love about it is
the juxtaposition between its idealized vision of the past and the less-than-glorious reality. I wanted
to play with that juxtaposition with free him by giving it the look of the 80's glorified vision
of hacking and cyberspace, but having mechanics and a narrative that were more modern, centering around
using hacking to uncover secrets for blackmail fuel by digging into targets' digital presences. I
wanted these more grounded elements to also be visually present in a limited yet jarring way, to create
tension when reality intrudes on the fantasy.
Concept art for in-game popup revealing a target's dark secret
More of our design elements can be seen in the game manual I created for free him as part of the
class.
Game manual for free him, created for the accompanying class ENGRC 3152: Communication in Game Development
looking back
Before working on this project, I actually had no experience at all with visual art, and needed to
learn Adobe Illustrator from scratch for the sake of the project. Although I did use Creative Commons
assets to ease some of the burden, I did still have to make a lot of changes and do a lot from scratch,
which meant that there was a bit of a learning curve. The slideshow below shows how the look of our game
evolved over time as I grew less clumsy with Adobe Illustrator and slowly learned about how to make
things look less ugly, starting from the admittedly very ugly initial attempt, and ending with the final
concept art that we used and that I'm actually quite proud of, considering what I started with.
Attempt 1
I bumble my way through my first time using Adobe Illustrator.
Attempt 2
I discover Illustrator's 3D tools and develop a love for gradients and neon.
Attempt 3
I try to bring my love of gradients and neon to the UI.
Attempt 4
I discover a Creative Commons icon repository.
Attempt 5
I figure out how to change part of a vector image's color.
Attempt 6
I get confident enough to make my own art for different types of nodes.
Final Concept Art
Featuring hand-drawn skill art from our actual experienced artist and my
significantly improved Adobe Illustrator skills.