Spirit Bound

  • ⌘ Boss Design • Level Design • Aseprite • Sprite Animation • Godot ⌘
  • Boss Design • Level Design • Aseprite • Sprite Animation • Godot ⌘
  • Boss Design • Level Design • Aseprite • Sprite Animation • Godot ⌘
GAME DESIGN

Spirit Bound

Spirit Bound is a 5-level pixel-art adventure platformer developed as a five-person university project, following Boo, a playful ghost on a quest to regain his humanity. As Lead Animator and designer for the climactic final stage, I designed and implemented the Level 5 boss fight against Mia, a spell-casting cat. My contributions covered the complete feature pipeline, including character sprites and animations created in Aseprite, custom combat interactions, and the boss defeat sequence.

  • Team - 5 people

  • Date - 2024 · Updated in 2026

  • Tools - Godot · Aseprite · Adobe Illustrator · Adobe Photoshop

  • My role - Level Designer, Lead Animator, Character Designer

1st Project

  • Crafting immersive digital experiences ⌘ Let's build your next world ⌘ Reach out to collaborate ⌘
  • Crafting immersive digital experiences ⌘ Let's build your next world ⌘ Reach out to collaborate ⌘
  • Crafting immersive digital experiences ⌘ Let's build your next world ⌘ Reach out to collaborate ⌘
UX DESIGN

1st Project

Featured design project case study image

A short gameplay sequence demonstrating the final level's core interaction: using yarn projectiles to damage Mia while avoiding her laser attacks.

Problem

After four levels of running and jumping, the game needed a finale that felt different. The boss level had to teach a new ability quickly, build tension, and make damage easy to read.

Solution

  • Onboarding: A text box explains that yarn affects the boss and clicking throws it.
  • Pacing: A calm corridor with chill music leads into a dungeon as the metal guitar solos begin.
  • Risk and reward: Mia fires lasers when you're close, encouraging you to fight from range.
  • Feedback: This is the only level with health bars above both the player and the boss.
  • Resolution: At 0%, Mia loops a white-flag surrender; you then reach the last door and the game ends.

Contributions

  • Level design: Designed Level 5's layout, the corridor into the boss fight, the arena, and the player's path from introduction to final exit.
  • Boss design: Designed Mia as the final boss, including her laser attack, yarn weakness, health system, and defeat state.
  • 2D art: Designed Mia and created her sprites, Aseprite animations, and defeat animation, plus game-ready assets adapted from the team's Illustrator artwork.
  • Implementation: Built the boss fight in Godot, including the laser, yarn damage, health behavior, and 0% defeat state.

Level 5 Layout & Player Flow

How the level paces the player from a calm corridor into the boss arena.

Spirit Bound gameplay diagram 2

Mia Boss Encounter Flow

The combat loop, player counter-play, and win/loss logic of the boss fight.

Spirit Bound gameplay diagram 1

Reflection

Working on Spirit Bound gave me my first experience designing and implementing a gameplay encounter within a collaborative game development project. My biggest takeaway was the importance of connecting visual design with gameplay. Designing Mia was more than creating a visually recognizable boss, her animations, attack behavior, health feedback and defeat state all needed to communicate information to the player. Revisiting the project later also allowed me to move beyond the original visual concept and focus on making the encounter actually function as a playable experience.

Spirit Bound - Boss Level

Spirit Bound - Full Game

Credits

Spirit Bound was developed by a 5 person team. Each member was responsible for different levels and aspects of the project.

  • Ana MoralesBranding / Level 2 / Initial UI / Credits
  • Angella CastroLevel 4
  • Estefanía MorenoLevel 3 / Frog Character
  • María ToroLevel 1
  • Isabel PeñaLevel 5 / Boss Design / 2D Animation / Gameplay Implementation

Shared contribution

The team collaborated on the overall concept, visual direction, character development and game assets. The main character was developed collaboratively, while I was responsible for adapting and animating game assets in Aseprite where needed.

Portfolio Portfolio
  • Crafting immersive digital experiences ⌘ Let's build your next world ⌘ Reach out to collaborate ⌘
  • Crafting immersive digital experiences ⌘ Let's build your next world ⌘ Reach out to collaborate ⌘
  • Crafting immersive digital experiences ⌘ Let's build your next world ⌘ Reach out to collaborate ⌘
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