Characters
Once I knew the direction I wanted to take, I started working on the character designs. While drawing, I had the sudden inspiration to draw the budgie in a suit, and from there, I drew many more in a fit of inspiration. And that is when Bird Corp really started to take shape.
Throughout my drawing process it involved significant trial and error as several initial sketches failed to match my intended style. The Budgie design, however, aligned perfectly with my vision, setting the standard for the characters. In constrast, the Peacock design lacked this cohesion and clashed with my character design asthetics, thus it has been removed from the collection.
character design sketches
budgie first look vs final
more birds!
timelapse of peacock
budgie sprite
Environment
After finalising the character sprites, I shifted my focus to the environment to build the world of Bird Corp. Using Aseprite, I created a consistent tilemap system for the walls and floors to establish the office’s structure. My goal was to create distinct zones that feel like a functioning workplace, starting with the Boss’s Office. I designed this space to feel authoritative yet quirky, featuring a large executive desk for the Eagle character and a panoramic window view. I also added small details like a parody “Mona Lisa” bird painting to add personality to the setting.
To mirror the mundane reality of corporate life, I developed the General Workspace filled with standard cubicles, computers, and a wall clock. I also included a water cooler, which will serve as a hub for the NPC birds, such as the Pigeon and Sparrow, to gather and simulate an active office environment. Furthermore, I detailed a restroom area complete with blue stalls and sinks to fully flesh out the building’s layout and add to the realism.
To bring these static backgrounds to life, I finalized the walking animations for the main Bird. This ensures the movement feels fluid as the player traverses these different stages of the office environment.
timelapse of eagle's room
plan for office env
toilet
User Interface Design (Time and Task Management)
To manage the game’s flow and player progression, I implemented two distinct User Interface (UI) elements on the Heads-Up Display.
On the right side of the screen, I designed a Clock UI that visually represents the current time of day - morning, afternoon, evening and night. This clock is not merely aesthetic but functions as a progression tracker. Instead of moving in real-time, the time shifts dynamically only as the player completes their assigned duties, linking narrative progress directly to gameplay actions.
On the left side, I integrated a Task Menu UI to keep the player focused. This panel serves as a constant guide by listing the current objectives the player needs to fulfill. By having these instructions always visible on screen, I ensure that the player remains aware of their immediate responsibilities within the office environment without needing to pause or check a separate journal.
For inventory management, I will be incorporating a Briefcase UI situated at the bottom left of the screen. Designed to align with the corporate aesthetic, this interface will function as a storage system for collected items and rewards, allowing the players to manage their resources.
User Interface