Doggins is a quiet little adventure game about a terrier, time travel, and a villainous monocled squirrel. The game plays like a classic point-and-click adventure, but with solely visual and environmental storytelling. Players explore the moon as a curious terrier, sniff things, and unravel a plot to sabotage the history of human invention.
Roles: Art, Animation, Story, Game Design, UI Design
Textures were printed by hand on paper, then scanned and re-colored digitally to create the feel of a 1950's sci-fi screen print.
Walk cycle for the main character. Nearly every animation in the game was drawn frame-by-frame.
I tried a different approach than other adventure games with a set of unified inventory icons designed for touch input.
The start menu frames the story as a dream. On start, Doggins climbs into bed to sleep. On exit, he remains dreaming in bed.