

Quick Navigation: About the Game, Core Gameplay Features, My Contributions, About the Production, About the Visual Design
About the Game
Doomscroller is a 2D platformer co-op game where you’re playing as two robot friends at a space station shipping company that suddenly gets overrun by aliens. One player plays as a small robot who platforms around, while another plays as a claw robot who can lift platforms. Solve rapid puzzles and help each other to try and survive from the impending doom as you can!
Core Gameplay Features
Doom Scroller combines the intensity of endless runners with cooperative platforming strategy:
- Asymmetrical Co-Op – Two distinct roles demand teamwork: one player controls the robot escaping danger, while the other manipulates the claw to place platforms and shape the path ahead.
- Dynamic Platforming – The claw can grab, move, and rotate platforms in real time, forcing both players to adapt on the fly to survive.
- Impending Doom – A relentless alien threat constantly pursues the players, creating urgency and ensuring that every misstep feels critical.
- Replayability – Procedural level chunks, varied platform types, and shifting obstacles ensure that no two runs play the same, challenging players to develop rhythm and communication across sessions.
My Contributions
As the Producer of Don Pigeon Productions, I:
- Led Scrum ceremonies, sprint planning, and retrospectives to keep the team aligned and adaptive.
- Managed the Jira backlog, tracked progress, and ensured timely milestone delivery.
- Maintained thorough documentation and coordinated all project deliverables.
- Fostered collaboration between design, art, and programming disciplines to remove blockers efficiently.
- Organized and ran playtests, implementing feedback each sprint to guide iterative improvements.
As the Artist of Don Pigeon Productions, I:
- Created concept art and character designs that defined the game’s sci-fi aesthetic.
- Developed the game’s color palette and visual tone for both characters and environments.
- Collaborated with the art team to refine UI elements, effects, and cohesive level visuals.
About the Production
Doomscroller was developed over six months by a five-person team.
To stay organized and efficient, the team used:
- GitHub: Version control and build management
- VICKY: Ideation and concept exploration
- Jira: Task management, sprint tracking, and backlog maintenance
- Discord: Daily scrums, communication, and progress updates
Challenges & Solutions:
- Communication Gaps – Introduced daily scrum updates via Discord to maintain team alignment between sprints.
- Scope Management – Focused on producing a polished vertical slice rather than a full campaign to stay within timeline.
- Technical Bottlenecks – Simplified camera and claw systems after overcomplicated early prototypes.
- Asset Integration – Adopted a semi-tileset system to improve level consistency and art implementation efficiency.
