This was a submission for the Indie Spain Jam 2022. We were a team of eight people, and we had only one week to finish the project. A big part of the group had already been on some projects, because of that we decided to set a bigger scope than other jams.
The concept
We decided to make a third person tower defense in which you control a character that has special abilities from the stars. She has to protect an orb from enemies that come from unknown portals and want to destroy it.
"Greek destroyed islands floating on the galaxy" — the visual pitch that drove every art decision on the project.
My role
I participated as an environment and UI artist. I worked on part of the environment and made all the visuals of the menus and UI that are in the game.
Responsibilities
- Environment concept art and asset sketching
- 3D modeling of rocks, islands, pillars and the nexus
- UI and menu design
- Unity integration of the UI screens
Pipeline
Here's the exact order I followed during the week:
- Concept art — sketched environment pieces and assets in Procreate using the team's color palette.
- 3D modeling — took references back into Blender and built rocks, islands, pillars, the nexus, etc.
- UI design — composed the menus and HUD screens in Photoshop.
- Integration — imported everything into Unity and hooked up the menu flow.
Tools, at a glance
| Stage | Tool |
|---|---|
| Concept art | Procreate |
| 3D assets | Blender |
| Texturing | Substance Painter |
| UI & menus | Photoshop |
| Engine | Unity |
Takeaways
- Scoping up paid off — the team's experience let us hit a much higher bar than a typical jam.
- Establishing the color palette on day 1 saved hours downstream.
- Quick feedback loops between concept → 3D → in-engine were the single biggest accelerator.
Want to play it? Grab the build from the Itch.io page or check the links section below.

