Interactive experiences

Wildboy StudiosVideo GameSenior Designer

Strategy with a
neon pulse.

A synthwave roguelike deckbuilder where tactical positioning meets fast-paced card combat.

Nitro Kid cover artwork

The project

A vibrant neon world inspired by ’80s action films and cyberpunk, built around deckbuilding and grid-based tactical movement.

Role
Co-Founder · Senior Designer
Timeline
2020 — 2022
Company
Wildboy Studios
Publisher
tinyBuild
Domain
Video Games
Platforms
PC · macOS · Steam
Website
Visit Nitro Kid
Steam
View Nitro Kid on Steam
Steam reviews
Very Positive (413 reviews)

My responsibilities

A 01.

Character Design & Animation

Helped design the game’s pixel-art characters and created frame-by-frame animations for movement, abilities, and other gameplay states.

A 02.

2D VFX

Designed 2D visual effects for abilities, impacts, and gameplay feedback, while implementing frame-by-frame character animations and their states.

A 03.

Level Design & Storytelling

Contributed to level and card design while creating illustrations for in-game events, helping support the game’s tactical systems, progression, and visual storytelling.

A 04.

UI Interaction & Animation

Designed UI interactions and animations that communicated player actions, card interactions, transitions, feedback, and changing game states throughout the experience.

Gameplay preview

Nitro Kid / Gameplay preview
Watch full trailer on YouTube

The work at a glance

A neon-soaked
corporate dystopia.

Three agents fight through INFINITY tower, combining cards, positioning and environmental interactions to rescue children caught in the corporation’s experiments.

Character design & animation

Three agents.
Three ways to fight.

I helped design the characters and created frame-by-frame pixel animations that translated their personalities and combat styles into movement.

Enemy design & animation

Every floor tells
another part of the story.

Enemy design carries the player from INFINITY’s corporate face through its technology and into the consequences of experimentation.

Business

Business floor

Human, professional and controlled, with the exaggerated personality of an ’80s action movie.

Mech

Mech floor

Mechanical silhouettes and heavier movement reveal the tower’s weaponised technology.

Mutant

Mutant floor

Distorted, unpredictable characters expose the consequences of INFINITY’s experiments.

Finding the visual style

From early exploration
to a stronger identity.

We refined shapes, contrast and environmental details to strengthen visual identity and gameplay readability.

Environment design & animation

Three floors.
A changing world.

I contributed environmental assets, room layouts, animation and implementation, giving each floor its own identity within the same retro-futuristic world.

INFINITY’s clean, neon-lit offices give way to industrial machinery on the Mech floor, then organic growth and contamination in the Mutant labs. Each floor reveals a little more of what lies beneath the corporation’s polished surface, while sharing the same pixel-art language.

UI design & animation

Tactical information.
Clear at a glance.

Cards, movement, enemy intentions and abilities share the combat space. My UI and interaction work focused on clear actions and feedback without overwhelming play.

The interface should support the fight, not compete with it.

VFX design & animation

Make every hit
feel like it landed.

I created 2D effects that communicate damage, abilities and impact. Anticipation, timing and follow-through make combat more readable and energetic.

Story & narrative

An ’80s action movie
you can fight through.

Three CINDER agents infiltrate INFINITY to rescue children being used in experiments with Nitro. I contributed to the world, characters, events and narrative moments that support that premise.

Characters, environments, events and progression all helped tell the story.

Reception

What people said
about Nitro Kid.

Released in 2022 with tinyBuild, Nitro Kid brought together tactical combat, pixel animation and a synthwave-soaked world.

What I learned

A second game.
A different set of questions.

ATONE taught us how to make a game. Nitro Kid challenged us to build a systems-heavy roguelike where animation and visual design communicate mechanics as well as personality.

Visual design isn’t only how a digital experience looks. It is also how the system communicates.

Next project

Atone ← back to home