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Game Design / Game Jam 2026 CiGA Game Jam · Seven-person team

Debt of the Deep

A 2D side-scrolling exploration game inspired by Gold Miner. Dive for shells, upgrade your gear and repay Captain Goose before the deadline.

Project period2026.7

Full team showcase Watch on Bilibili ↗
Debt of the Deep team poster

I worked on the visual side of a seven-person team. I drew the creature concepts and prepared their motion samples, designed and separated the grab gun’s components, and adjusted the title design and layout in the main menu.

A debt to Captain Goose

Dive, collect, return

We started with the hook-and-retrieve play of Gold Miner and built a diving loop around it. The player owes Captain Goose 1,000 goose coins and has until the deadline to repay him. At the captain’s urging, they head into the Sea of Shells, use a grab gun to collect shells while avoiding fish, and bring the haul back to the ship.

Team gameplay. Gathering shells in the shallows. FULL SIZE ↗
Team gameplay. The diver reaches the deeper waters. FULL SIZE ↗

At first the diver has battered gear and can only pick up scraps in the shallows. Returning with resources opens up better equipment, and with it the chance to go deeper. Down there the player can dodge sharks, collect more valuable shells, investigate ancient bodies on the seabed and leave via the underwater anchor points.

Team gameplay. The ship’s upgrade menu separates the grab gun and survival upgrades. FULL SIZE ↗
Team artwork. A Captain Goose banknote. FULL SIZE ↗
Team artwork. The victory screen. FULL SIZE ↗

Hand-drawn creatures

Silhouettes in the water

I drew the original creature concepts by hand. In the early sailfish study, the long bill and swept body establish its profile. I then tried a softer painted treatment and one with a firmer outline. Placing both against the underwater background let me compare how easily the dorsal fin and side markings could be read. The latter version uses brighter cyan on those features.

My early hand-drawn sailfish study. FULL SIZE ↗
My hand-drawn shark, with a long silhouette and a bright edge along its back. FULL SIZE ↗
A painterly sailfish variant shown against the underwater background. FULL SIZE ↗
A sailfish variant with a clearer contour and cyan markings. FULL SIZE ↗

The shark has a longer, heavier profile and a bright edge tracing the back. I gave the jellyfish a soft bell and tentacles that curl into the space beneath it. The sea urchin is compact and dark, so its spikes do most of the work in defining the outline. Those differences give the creatures distinct shapes before any of them moves.

My hand-drawn jellyfish, with long, curling tentacles. FULL SIZE ↗
My hand-drawn sea urchin, with a compact body and a spiked outline. FULL SIZE ↗

Creature motion

From still drawings to motion samples

The team used AI assistance extensively across the project. In my own work, I drew the original creature and weapon concepts by hand and used AI only for in-betweening the creature motion samples. The clips below show what that stage produced, from the tail and fin movement of the fish to the changing curves of the jellyfish’s tentacles.

Silent motion reel. 0:00 Sailfish · 0:05 Shark · 0:10 Brown fish · 0:15 Jellyfish · 0:20 Sea urchin.

The grab gun

Three heads on one body

I designed the grab gun around a shared red-and-teal body. I kept the grip and body consistent and changed the front silhouette across three versions: a narrow point, an anchor shape and a pair of curved prongs. That let the guns read as a family while giving each version a shape of its own.

Assembled grab gun with a pointed head. FULL SIZE ↗
Assembled grab gun with an anchor-shaped head. FULL SIZE ↗
Assembled grab gun with a double-curved head. FULL SIZE ↗

I drew the body and the three heads as separate pieces so they could be compared on their own and shown in different combinations. I also placed the assembled gun next to the team’s diver sprite to judge its proportions at the character’s scale.

Hand-drawn shared gun body. FULL SIZE ↗
Hand-drawn pointed head, separated from the body. FULL SIZE ↗
Hand-drawn anchor-shaped head. FULL SIZE ↗
Hand-drawn double-curved head. FULL SIZE ↗
I placed the grab gun beside the team’s diver sprite to check its scale. FULL SIZE ↗

The title screen

Setting the title into the menu

I also worked on the title design and adjusted its placement in the main menu. I checked how the warm orange-red lettering sat against the team’s blue background, then used guides to compare the title’s size and position with the start button. This kept the title readable over the illustration and left room for the button below it.

The title graphic on its own. FULL SIZE ↗
The team’s menu background before placing the title. FULL SIZE ↗
My placement study for the title and start button, with layout guides visible. FULL SIZE ↗