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Cap'n Crunch "The S.S. Guppy Adventure" Sweepstakes Game

Cap'n Crunch "The S. S. Guppy Adventure" for Cap'n Crunch and 14 Four. (2022)
There was a sweepstakes to win a full sized Cap'n Crunch Arcade Cabinet. I was hired to build the art for the game component where users would log their scores to be entered into the contest.
I provided all the concepts and designs for the gameplay elements. I wrote the intro and outro cutscenes and provided storyboards/animatics.
I made all of the UI elements, game art, and animation found within the game. I assisted in level design, and designed the boss encounter. I set-dressed the levels.

This was a marketing promotion with a three-month turnaround. Three "mario-esq auto-scrolling" levels were created with a fourth single screen boss encounter to beat the game. I could dive into the intricacies of whether or not branded micro games are really games. But we already had M.C. Kids. It was dope.
Most importantly, to me, was that I was gifted a chance to work on an official IP that has dominated advertising since its creation, has a dubious video game past, and comes from the people who were the reason I started animating in the first place (Jay Ward Productions, Allan Burns). This was and is CAP'N CRUNCH! Please believe that even though this is a small pixel art promo game, I gave it all my respect and my absolute best effort at the time. I loved every moment of it.

Sample page of sprite animations. The majority of animations were 4, 6, or 8 frames. Note there is a thicker line at many of the bottom edges of the sprites. The intention was to let the sprites connect to the original commercials' line style.

Sample page of sprite animations. The majority of animations were 4, 6, or 8 frames. Note there is a thicker line at many of the bottom edges of the sprites. The intention was to let the sprites connect to the original commercials' line style.

Level concepts. These didn't change too much from this initial pass. They mostly got enhancements during full tile set creation.

Level concepts. These didn't change too much from this initial pass. They mostly got enhancements during full tile set creation.

UI Art sample. Player top bar treatment, letters for the main spritefont, button examples, and 9-sliced border elements.

UI Art sample. Player top bar treatment, letters for the main spritefont, button examples, and 9-sliced border elements.

Sample of "how to" screens to onboard players. (No Text)

Sample of "how to" screens to onboard players. (No Text)

Sample process for sprite creation of an animation.

Sample process for sprite creation of an animation.

Initial style concept for the Crunch Crew, including Alphie and Sea Dog. I initially intended a slightly smaller and more limited style (four frames only per anim, 32 color palette).

Initial style concept for the Crunch Crew, including Alphie and Sea Dog. I initially intended a slightly smaller and more limited style (four frames only per anim, 32 color palette).

The character select screen.

The character select screen.

Still of the Title screen. This was the weakest part of the design, but when I came back to animate the elements it tied itself together well.

Still of the Title screen. This was the weakest part of the design, but when I came back to animate the elements it tied itself together well.

The platforms, mid and foreground elements, and props all exist as one tileset.

The platforms, mid and foreground elements, and props all exist as one tileset.

Full Gameplay Run, 2x speed. A single session took about 8 to 12 minutes to complete.