Running Through the 6

Tasked with making an endless runner, I set out to make a Drake-themed infinite-sidescroller with elements from my favorite city in the world, Toronto. This project served as my first major introduction to Phaser3: a popular 2D engine powered by a strong, built-in physics engine.

After quickly finishing core mechanics(movement, background scrolling, etc.), I wanted to add a twist to my runner as it felt fun but often times monotonous during playtest sessions. I wanted to introduce a mechanic that made my runner’s gameplay primarily active instead of passive; the player would have to pay attention to multiple components instead of simply swiping or pressing a key to change lanes. With this in mind, I opted for a “rap” mechanic to keep on-theme while making the game more dynamic. To ensure the mechanic was active, I made scoring directly correlate to how long a player could rap.

Post-production, I was proud to see that I was able to put my own unique spin on a classic modern-day genre. Although the project was simple in scale, I gained essential experience on a modern-day day-engine that I have carried forward as I move into wider-scoped projects.