Rumble Futura is a chaotic 2D fighting game where the battlefield itself is out to get you. Every match comes with unexpected twists: a boss might crash the party and take out both players, a healing pod might lure you into a trap, or minions might descend from the skies. Features include a combo-based combat system and reactive encounters inspired by classic boss battle tropes. Players must adapt to unpredictable events and make moment-to-moment strategic choices: cooperate, betray, or survive alone.
Rumble Futura
2025
-
Production
Programmer
Artist
Animator
-
Unity
Procreate
Adobe Illustrator
DEVELOPMENT
DESIGN
As the sole developer of Rumble Futura, I was responsible for the game's complete design and implementation. I built the core combat system from scratch, including custom combo inputs and attack logic that gives each fighter a fluid, responsive feel.
On the design side, I crafted a series of dynamic encounter events, such as sudden boss battles, healing pod spawns, and enemy minion attacks. These were inspired by chaotic boss fights in classic action games and designed to disrupt the usual one-versus-one formula. Players are forced to think on their feet, sometimes even choosing to ally with their opponent against a larger threat.
I also designed and programmed the boss AI, including his full ability kit, target-selection behavior, and adaptive responses to both players. Everything from the way the boss chooses who to strike to the design of his attacks was built to mirror the unpredictability and pressure of a high-stakes boss battle in a fighting game setting.
Art and Animation
I produced all environment art and visual effects, including dynamic elements such as snow, moving fog, wind, and a sun that changes brightness to bring the world to life. I also implemented gameplay VFX, like the boss’s laser beam, to visually communicate attacks and create spectacle.
For the characters, I handled both design and frame-by-frame 2D animation, creating custom animations for each character’s attacks, hits, deaths, and combo sequences. I also illustrated the game’s concept art, which was used as splash art for the menu and loading screens to establish the game's tone and style.