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Saturday Pirate Night is ultimately a 2.5D Side Scrolling Shooting game with 2D Sprites and 3D elements set in a fantastic Sea World. The game is based on shooting enemies with your pirate ship abilities, dodging sea obstacles and jumping in air to make stunts moves. The game has its theme a party mood, with strong colors and game elements resembling a TV cartoon.

 

What Is Saturday Pirate Night?
 
"The Sea Road Party"
2.5D Side Scrolling Shooter

Saturday Pirate Night

What was my role on the project?

Saturday Pirate Night is the final project of my experience at the Vancouver Film School in Canada. 

We developed the game with two months of pre-production and three months of production.

 

I'm Really proud to have had the opportunity to cover the following roles:

 

- Game Designer

- Producer

- Environmental Artist

- Technical Artist

- Soundtrack Composer

 

From a concept, through a design...

As a player, you only control the main character in the game, who is the Pirate Ship called Princess of Whales.

 

The Ship has it owns pirate crew aboard; doing their pirate duties… this is to help immerse the gameplay into the sense that they are cool pirates in the fictions sea world. The player is not going to control the crew, but the pirate ship itself.


Controlling the Pirate Ship in the sea, the player is able to shoot with its cannons, drop sea mines to blast behind enemies and jump high in the sky to execute stunts moves like backflips.

 

Collecting pickups from the enemies the player is also able to powerup his ship with 5 different weapons .

 

Here some examples of the design and a video that show it in action.

 

The player abilities

Everything must be planned

Enemies encounters

In saturday Pirate Night we have been able to create six different enemies with their unique characters and behaviours.

 

In order to achieve so mutch content in a short timke we decided to keep them with simple behaviours based on one or two functions.

 

But this constrains permit us to have no limits in the creativity. 

Starting the design process from their function we have create three sea enemies, one bomb enemy and two flying encounters.

Then according to the function we picked a dress that was complementing the vision.

 

Here you can see some pre-productions blue prints I made about the flying pigs: my favorite enemy in game.

 

 

In saturday Pirate Night we have been able to create six different enemies with their unique characters and behaviours.

 

In order to achieve so mutch content in a short timke we decided to keep them with simple behaviours based on one or two functions.

 

But this constrains permit us to don't have limits in the creativity. 

Starting the design process from their function we have create three sea enemies, one bomb enemy and two flying encounters.

Then according to the function we picked a dress that was complementing the vision.

 

Here you can see some pre-productions blue prints and a zoom in on the flying pigs, my favorite enemy in game.

 

 

Procedural generation of content

The making of the game....

  • Wix Facebook page
Official Page
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