An endless festival-themed runner/flyer, navigate through obstacles and vibrant environments, created for Win For Life.
Vibe for Life is an endless runner and flyer mobile game where you play as a parrot collecting music notes to boost your score. Soar over a vibrant festival with unique zones, each featuring distinct obstacles and gameplay twists.
This project was created for the Belgian National Lottery, Win For life. The game had to fit clearly within a festival, show the brand well and and be quick to play at any time.
Blender
Substance Painter
Photoshop
Unity
PureRef
The Expectations from the client were very clear from the start. Not a lot was allowed and there were quite a lot of restrictions. First of all the game had to be very easy to play and understand, so no difficult controls or complex mechanics. The game also had to be very quick to play, so you could just open it up and play a quick round whenever you wanted. The game also had to
fit within the festival theme and show the brand well. And lastly and most importantly the game had to have their brand colors featured well within the game. Everything had to be pink and green, ofcourse we were allowed to stray a bit from it but those colors had to be the most prominent within the game.
Overall the expectations were very clear and we had to make sure we met them all.
Our team consisted of 2 IGP's, 2 GGP's and 1 GD students. Each with our own roles and responsibilities to make sure the project ran smoothly.
My main job within this project was to create various 3D animated assets for the game. Aka the main animator. This included the main character, the parrot, as well as several obstacles and props that populate the festival environment. I was responsible for rigging and animating these models to ensure they fit seamlessly into the game's aesthetic and mechanics.
Next to being the main animator, I also took on the role of manager for the project. This meant I was involved in coordinating tasks among team members, ensuring deadlines were met, and facilitating communication between the team, the client and the supervisors.
Group Size: 5 people
Time: 3 months
Client: Win For Life (Belgian National Lottery)
Group Projects Final Presentation: Final_Presentation
The game went through several concept stages during the brainstorming phase. Our first idea was a cup tower balancing game that used the phone’s gyroscope for control. We even developed a working prototype — full of bugs, of course — but it captured the core concept and was genuinely fun to play.
After discussing the prototype with the client, the idea was rejected because cups could be associated with alcohol and drinking, which didn’t fit the project’s vision. Despite that, the client liked the gyroscope mechanic and insisted it remain a core feature. This decision became an important design constraint that shaped the next iteration of the game.
After initial concepting we moved into another brainstorming phase, exploring a broad range of ideas — from experimental concepts to more straightforward designs. We presented the full slate of proposals to the client so they could choose the direction that best matched their vision.
Ultimately, the client selected a simpler concept: an infinite runner flyer. Although modest in scope, this concept proved to be an excellent fit — it clearly showcased the parrot character, captured the festival atmosphere, and aligned strongly with the brand.
The parrot is the main character and is always up close on your screen so he needed some good animations fitting the stylised artstyle. I went for a simple yet nice looking animation style with not too much difficult movement.
The Partygoer is an obstacle within the festival that helps bring the scene to life. You’ll find them scattered around the grounds dancing, cooking, chatting, or just jumping along to the music — your typical carefree festival crowd. Their presence makes the world feel busy and full of energy, giving the festival its lively atmosphere.
However, as fun as they look, they’re still obstacles standing in your way. When the player bumps into a Partygoer, they react in an expressive, playful way — clutching their stomach, stumbling backward, and looking confused, much like the parrot’s reaction. It’s a small detail that adds humor and personality while keeping the world feeling dynamic and reactive.
The PortaPotti serves as a reactive obstacle within the festival environment. As the player navigates through the toilet area, they encounter PortaPotties that dynamically respond to their proximity — either toppling over or swinging open to reveal a Partygoer inside attempting to block their path.
Each obstacle is introduced with a brief animation cue: a shaking PortaPotti hints at an impending fall, while a slightly opened door reveals a curious Partygoer peeking out. As a subtle detail, the Partygoer is always present inside the PortaPotti, visibly bracing for impact just moments before it collapses or bursts open.
Burgerboy is a Partygoer carrying a tall, stacked tower of burgers. He constantly wanders around, trying to balance the tower, but because his view is blocked by the towering pile, he often ends up bumping into the player by accident.
When the player collides with him, Burgerboy and the burgers react dynamically: the entire stack topples over, spilling burgers onto the floor, while he falls to his knees in disbelief. This humorous and lighthearted reaction fits perfectly with the game’s playful tone.
Alongside the specific obstacles like the Partygoer and PortaPotti, I also created various additional props to populate the festival environment. These included items like food stands, decorations, and other festival-related objects that help bring the scene to life. All of these props have simple animations that constantly play troughout the game to make the world feel lively and dynamic.
This scene was first fully set up in Blender, where I added the headset and soda can as extra bones to the parrot’s rig. This setup allowed me to animate them seamlessly alongside the parrot. The animation itself is kept simple — a gentle idle motion as the parrot swings on a hammock, with subtle head nods in rhythm to the music, bringing the character to life.
For the takeoff animation, things became a bit trickier. Right before taking flight, the parrot drops both the headset and soda can. To handle this transition, I made the props gradually shrink and disappear — a creative workaround for the fact that their bones were part of the parrot’s rig. While this setup made the idle animation easy to manage, it complicated the separation needed for takeoff. By animating them out of view, I could keep the scene clean and visually smooth as the parrot lifts off into position.