Night of the Living Bubble
Global GameJam 2025 - First-person-shooter following a cashier at a home goods store who must wield a nail gun to defend his workplace and beyond from the machinations of an evil scientists and her beastly creations. Made in Unreal Engine 5.4.
Project Type
Game Jam
Role
Lead Character Artist

Project Overview
Night of the Living Bubble is a first-person shooter with light horror elements that began as a Global Game Jam project and later evolved into an ongoing commercial indie game. The original concept was intentionally simple: take the Unreal Engine first-person shooter template and build something fast, fun, and strange around the theme “Bubble.”
The initial version was created during the jam by a small team, but after seeing how well the core idea worked, we decided to continue development. The project expanded from a single level into a multi-level experience with distinct environments, enemies, and boss encounters, and is now publicly available as a playable demo on Steam.
My Role & Contributions
I worked primarily on creature design and animation, but my role expanded as the project grew. While I was not the art director, I owned a full creative silo and collaborated closely with the rest of the team to make sure assets worked cleanly in-engine and supported gameplay.
Designing enemy creatures and visual concepts
Modeling creatures for real-time use
Rigging and animating characters for Unreal Engine
Creating additional environmental assets, including props and set pieces
Producing 2D artwork such as posters, signage, and in-world textures
This project was my first deep dive into real-time animation, and much of my time was spent learning how to build rigs and animation pipelines that would actually function in-game rather than just look good in isolation.
Team Structure
The team consisted of six core members, each with defined areas of responsibility:
Programming
Level design
Environment art
Creature design and animation
Although everyone had a primary focus, collaboration was constant, especially when it came to asset requirements, performance constraints, and gameplay readability. Clear communication across silos was critical to keeping the project moving forward.
Outcome
Night of the Living Bubble currently has a public demo available on Steam and has been showcased at multiple in-person playtesting events, including DreamHack Atlanta. Player response has been consistently positive, with many players replaying the demo multiple times and engaging directly with the team during events.
The project has accumulated several hundred Steam wishlists and continues to evolve as development progresses, transitioning from a game jam prototype into a polished commercial release. Full Steam release scheduled for April 17, 2026.





What I Learned
This project taught me how much thought and structure goes into animation for real-time games. I went into Night of the Living Bubble with very little animation experience, and over the course of development I had to learn how to build rigs for real-time engines, structure animation files properly, and communicate closely with a programmer to make sure everything worked in-game. Beyond the technical skills, I learned how to collaborate across silos—figuring out what information other disciplines need, when they need it, and how to work independently without constantly hovering over each other. It was my first experience contributing to a game that moved beyond a prototype, and it solidified my interest in production-focused, collaborative game development.
Other projects

OuterTide
SCAD Capstone 25/26 - First-person exploration game about a space freighter pilot who crash-lands in an asteroid field and must find a way to survive its alien environment, repair their ship, and escape. Made in Unreal Engine 5.5.

Steelheart Redux
Sci-fi action-adventure webcomic (Currently 200+ pages) about a boy and a sentient robot dragon uncovering the legacy of mechanized war. Independently managed story, worldbuilding, character design, illustration, and serialized production,

Xolo & The Forgotten Gods
SCAD Capstone 24/25 - A 2.5D Metroidvania rooted in Mesoamerican mythology, featuring shapeshifting powers and hand-crafted environments.

Other Game Jam Projects
Metamorph, Treeversal and Eye Love You from past GGJs

SCAD Classwork
Various SCAD Game Dev Program Classwork

Keeper
Short Narrative Comic · SCAD Generate 24-Hour Comic Challenge: A lone robot encounters an angel and uncovers the truth about a world that has already ended.

SCADPro: Twilio
Industry-Sponsored SCADPro Project for UX/UI and related Branding

SCADPro: Ronald McDonald House
Industry-Sponsored SCADPro Collaboration for Interactive Playspace