Five years, one vision: bringing Jaded to life for 180,000 players.

Five years, one vision: bringing Jaded to life for 180,000 players.

Five years, one vision: bringing Jaded to life for 180,000 players.

Five years, one vision: bringing Jaded to life for 180,000 players.

calendar_month

Timeline

Timeline

Timeline

Timeline

Mar 2020 - Jan 2025

Mar 2020 - Jan 2025

Mar 2020 - Jan 2025

Mar 2020 - Jan 2025

work

Roles

Roles

Roles

Roles

Project Manager, Game Designer, Programmer, Animator, Sound Designer

Project Manager, Game Designer, Programmer, Animator, Sound Designer

Project Manager, Game Designer, Programmer, Animator, Sound Designer

Project Manager, Game Designer, Programmer, Animator, Sound Designer

groups

Company

Company

Company

Company

ShellSnore Games LLC

ShellSnore Games LLC

ShellSnore Games LLC

ShellSnore Games LLC

Overview

Jaded is a linear 2D side-scrolling platformer game developed in Unity. My team launched a free early access version on Steam in April 2022, and published the final version in January 2025, reaching 180,000+ players.

Team

Kyle - Project Manager, Game Designer, Animator, Sound Designer, Programmer, and Writer

Connor - Lead Programmer, Game Designer, Writer

Jenna - Artist, Writer

Sam - Composer, Writer

Kyle - Project Manager, Game Designer, Animator, Sound Designer, Programmer, and Writer

Connor - Lead Programmer, Game Designer, Writer

Jenna - Artist, Writer

Sam - Composer, Writer

Kyle - Project Manager, Game Designer, Animator, Sound Designer, Programmer, and Writer

Connor - Lead Programmer, Game Designer, Writer

Jenna - Artist, Writer

Sam - Composer, Writer


I co-founded ShellSnore Games with my childhood friend Connor. When he moved away from my town in third grade, we kept in touch online, and began to make games using the educational programming language Scratch. Over time, we developed a strong collaborative bond.


By the start of the 2020 quarantine, we had learned Unity and committed to building Jaded as our first professional-quality title. Recognizing the need for more specialized talent, I brought on two more collaborators in 2021: Jenna for character design and Sam for additional music composition. Expanding the team let us scale our vision without compromising quality.


As the project manager, animator, and sound designer for this project, I oversaw both the creative direction and production pipeline.

Project Management

Project Management

Project Management

Project Management

Project Coordination

Using Notion, I designed and maintained a centralized workspace containing a master task list, production schedule, and priority tracker. I documented bugs, delegated tasks, and scheduled regular team meeting to ensure alignment. I adjusted our timelines proactively to account for changes in scope or unforeseen circumstances.


(Screenshot taken 9/15/24)


Cutscene Workflow Optimization

I introduced a color-coded cutscene checklist system to monitor each stage of implementation, with each “DONE” box representing ~20 hours of collaborative work.


(continues downward for 37 cutscenes)

Iterative Game Design

Iterative Game Design

Iterative Game Design

Iterative Game Design

Connor and I applied the design thinking process to level and mechanic creation, running rapid iterations based on direct user feedback during our early access period.


When we made changes, we kept a detailed archive of previous design decisions using Notion, ensuring we had a clear record to reference later on.


(a combat testing notes page from our notion)


Here are some initial concept sketches compared with the final implementations:


Water Block Mechanic

Initial Sketch

Final Version

Beach Level

Initial Sketch

Final Version

Art

Art

Art

Art

I personally drew and animated all of the game's pixel assets, with the exception of the portrait art contributed by Jenna, totaling 2,870 hours in Aseprite.


Altogether, my work consists of…

  • 23 unique background layers

  • 15 different ground types x 57 tile variations for a total of 855 unique tile sprites

  • Animations for 25 enemies

  • Menu and Textbox UI Art

  • Character animations for every line of dialogue for 37 cutscenes

  • 476 unique environment decals

Environments

Animations

Prim (Main Character)

Stosian Soldiers

Enemies

Quarry Animation Loop

Music & Sound Design

Music & Sound Design

Music & Sound Design

Music & Sound Design

While I collaborated with Sam to compose the soundtrack, I have personally created all 769 sound effects, using a combination of recording, sampling from free libraries, and resampling.


For audio production, Sam and I rely on Logic Pro. Our composition process involves both synchronous and asynchronous work, where we trade back and forth ideas to reach the final track. Ultimately, I handle the final mixing and refinement of the tracks so they loop seamlessly and are bounced in the proper format.


Together, we’ve composed 32 songs in total for the full release of the game. Here's just a few of them:

Ascent

0:00/1:34

0:00/1:34

0:00/1:34

0:00/1:34

Forest Floor

0:00/1:34

0:00/1:34

0:00/1:34

0:00/1:34

Lab

0:00/1:34

0:00/1:34

0:00/1:34

0:00/1:34

Inferno

0:00/1:34

0:00/1:34

0:00/1:34

0:00/1:34

Next Steps

Next Steps

Next Steps

Next Steps

Now that Jaded is live on Steam, we're focusing on fixing post-release bugs, adding controller support, and have ideas for potential content updates that might release.

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