
Valerie Chen
Game Designer | Developer | Artist

Cloudbound
Cloudbound is a 2D coop action game where the pair create and operate their airship to fight off flying pigs. They must navigate through traps set by the farmers, liberate houses, and undo the destruction that they ultimately started.
Made during Sheridan College
September 2024 - May 2025
Team of 6
Tools and Software
Unity
Procreate, Clip Studio Paint, Photoshop
Miro, Confluence, Jira
Responsibilities
As the 2D / Environment Artist ...
- Designed a variety of characters, including concept art for the main characters
- Designed and drew 3 unique environments with parallax backgrounds
- Created assets for level mechanics, such as bombs, sprinklers, etc.
- Integrated assets into the build, placing all environment art into the levels
- Drew and animated storyboard-style cutscene
- Drew title screen art with moving background and particle effects
As the Programmer ...
- Programmed three enemy AI behaviours, including custom steering
- Created a number of different enemy spawners for level designers
- Implemented different rooms (ex. thrusters, map room, etc.)
- Programmed boss level with waves of enemies
Key Takeaways
Focus on our game pillars
We went into capstone with nothing but the desire to make something that showcased our individual capabilities as developers. Cloudbound started as a simple build and fly your creation, then blossomed into a RPG later on with the addition of an economy, in-depth narrative, and increasingly complex and interconnected room designs. With each change, our scope kept ballooning and our resources thinning. It also deviated more and more from the original pitch. At some point, it was important to ask ourselves if it fits within our game pillars of chaotic cooperation, strategic risk planning, and player agency. Essentially, we wanted Cloudbound to be a hectic and creative experience.
An example of a system we altered was gaining affection hearts for the NPCs through equipping them on the ship to unlock more dialogue. Although having an immersive narrative is nice, the system by itself didn't fit with the core of Cloudbound. Instead, to still incorporate NPCs, the rooms they equipped to gained a buff, spread over a unique pattern. This encourages players to build more interesting ship designs and place rooms in configurations they usually wouldn't (many players default to square ships).

Later may never come
"Temporary code is permanent code", as they say. Our prototype unity file became the main one that we built off of, adding scripts, assets and folders haphazardly. It became confusing to track, especially as communication became more strained during busy seasons where everyone kept their head down to grind before a major deliverable. Going forward, I aim to take better care of mapping out a clear structure for the project files from the start and upkeeping it during downtime.
Anyways, here's the team at Level Up! I'm especially proud of our tenacity, pulling off a complete experience in just 8 months!










