Antipixel
A physics-based platformer where every shot counts.
Antipixel is a blueprint-themed 2D platformer that flips the script on resource management. Players control a cube navigating tight arenas, shooting enemies while carefully watching their health — because every bullet drains your own life.
Ottawa, Ontario, Canada
2006
E-commerce
$1.578 billion (2019)
5,000+
Challenge
Create a fast-paced platformer where every decision carries weight. We needed to design a unique health-as-ammo mechanic, build visually clean yet dynamic levels, and make the moment-to-moment gameplay feel sharp without over-reliance on UI or indicators.
Impact
Created a fully playable build with 4 distinct levels
Positive player feedback on difficulty curve and visual readability
Praised for unique mechanic simplicity with mechanical depth
My Role
As the core concept designer, I defined the core gameplay loop, created the initial pitch and prototype, and led level layout and progression. I also established the theme direction (blueprint aesthetic, physics-led interactions), and collaborated with the team on player feedback, audio, and tutorial design.
“Distinct universe built of shapes, where the polygons are coming for the others! ”
Conclusion
Antipixel proved that minimalist systems can drive powerful gameplay. The health-ammo tradeoff created consistent tension and gave players meaningful decisions at every step.



