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.

a cell phone on a white block
two cell phones on a gray surface
a cell phone leaning on a ledge
a pair of cell phones on a concrete block
NOTLB Trailer

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

Let's Connect

I'd love to talk about Game Art & Development, Tools, Processes, and Work Opportunities/Commissions!

Let's Connect

I'd love to talk about Game Art & Development, Tools, Processes, and Work Opportunities/Commissions!

Let's Connect

I'd love to talk about Game Art & Development, Tools, Processes, and Work Opportunities/Commissions!

Copyright 2026 by Norah Isaac Bishop

Copyright 2026 by Norah Isaac Bishop

Copyright 2026 by Norah Isaac Bishop