

A competition to create a game within the span of 5 days for the H2 x NYP Game Jam 2023. In a five man team affectionately dubbed '7Chads', comprising of myself, and team members Li Lian, Timothy, Carrie, and Himeshan, we began and completed Mystic Munchies from its concept art and development, to the creation of its final game published on itch.io!
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In this project, I primarily contributed to the design of the main character, as well as handling the different UIUX designs and game screens!
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Programs used (Art side):
- Clip Studio Paint (concept art, asset creation)
- Photoshop (concept art, asset creation)
- Spine 2D (rigging, animation)
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Other programs:
- Unity 2D
In Mystic Munchies, you play as Toast, the cute wizard rabbit who opens a food truck, and uses his spell-casting prowess to serve up familiar dishes to customers in a fun and efficient frenzy!
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Click the button below if you would like to try the game for yourself, or scroll further to learn more about the work we did for the project!
The Team


The 5-man team comprised of two programmers, Li Lian and Timothy, and three artists: myself, Himeshan, and Carrie. This page will largely focus on my experience in the art side of development, which involved conceptualization and creation of 2D assets and materials, with additional contribution alongside the other two artists.
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These cards can also be found in-game!
Ideation - The Theme
The game jam's theme was simple: A hypercasual mobile game, to be developed in 5 days. ​Inspired by Google Doodle's wizard cat arcade game, we thought about creating a fun game centered on the use of a unique mechanic - drawing shapes on the phone screen as part of the gameplay. The idea, while simple, would make the game more unique and stand out in the field of hypercasual games. ​
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When thinking of a setting that could accomodate this "drawing" mechanic, our minds went to the idea of cooking (with the act of drawing seeming synonymous with the motion of cooking), and so a food-themed story and setting was quickly agreed upon.
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Just to spice things up, and make the game even more intriguing to a casual audience, we decided to put a twist on it with the idea of cooking with magic, and so Mystic Munchies' premise was born!
Research & Concept Art

Google Doodle's Wizard Cat, which inspired the main drawing mechanic of Mystic Munchies
With only 5 days of development, we had to work quickly, and so ideas saw a speedrun from conceptualization to asset creation. This largely meant that there wasn't much time allocated to indepth testing and research, and for the most part simple tests were done for the approval of the team, after which we quickly turned to finalized assets. References were shared to maintain consistency on the artstyle, and because our workflow had to be fast, we went with a look we knew we could all stick to.
That said, there was still some work done for concept art, even if ideas such as "What if our main character was a cute rabbit wizard?" stuck the landing almost immediately after one sketch.


Toast (left) by me, Food Truck sketches (right) by Carrie!
The idea of a food truck seemed to come naturally as the result of a combination of ideas and specifications: a hyper-casual mobile game led to us thinking of a portrait orientation (being natural to hold and play with one hand), and the limitations on that aspect ratio enabled a setting that could comfortably make use of the "compressed" space. While "food truck" mostly served the design of what would be the gameplay's main UI, it also worked really well for a little premise about a wizard rabbit driving around the country to serve his dishes. Ideas and limitations seemed to come together really well for a creative result!






A quick mockup with references to other games for the layout and artstyle. The game screens will be revisited again when it comes to UIUX design.
UIUX Design - Mockups
Majority of my contribution to Mystic Munchies were in the design and creation of UIUX elements!
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Working with the programmers, I used Adobe XD to quickly put together animations and transitions for different areas of gameplay; such as dialouge pop-ups, display of results, and "fever time" pop-ups for their reference.
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As they worked on prototyping the animations and layout, I went on to develop the proper assets for each screen, separating buttons and pieces as per the specifications. The prototype pieces in the game build were then able to be replaced with the final UIUX elements by me, as well as other 2D assets for the characters and food items by the other artists.
Dialouge

The dialouge primarily served tutorialization and a small quip to begin each stage; these sketches were not pretty (having scrawled them in ms paint), but the idea came through, thankfully.