Group Project

Vibe For Life

An endless festival-themed runner/flyer, navigate through obstacles and vibrant environments, created for Win For Life.

Project Overview

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.

Tools Used

Blender Substance Painter Photoshop Unity PureRef

Client Expectations

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.

The team

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.

  • Bram (Me): Main Aniamtor, Manager, 3D artist and helping with the game design.
  • Simon: The Sound artist and game designer.
  • Rupert: The programmer.
  • Marius: The main artist and character designer.
  • Audric: The tech artist.

My Role

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.

Short Overview:

Group Size: 5 people

Time: 3 months

Client: Win For Life (Belgian National Lottery)

Extra:

Group Projects Final Presentation: Final_Presentation

Early concepts and development

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.

Brainstorming & Designing

Final Presentation