Earth’s
Advocate

Gameplay as a form of visual storytelling

Medium

  • Aseprite

  • Smack Studio

Type

  • Game Design

  • Animation

  • Illustration

Date

  • 2024-2025

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Earth’s Advocate was born from my love for fighting games and my curiosity about game design and sprite animation. From scratch, I designed and animated a character for the game 'Smack Studio.'

Intention

In 2024, widespread protests highlighted the resilience and determination of people advocating for change. Inspired by this energy, I set out to design a character whose gameplay reflects the principles of peaceful activism.

Rather than creating a character focused on damage and dominance, I wanted to explore how non-violent mechanics could still feel engaging, expressive, and strategically rewarding for players.

Approach & Process

I began by grounding the character in real-world references, drawing inspiration from protest environments and personal experiences. These observations informed both Tera’s visual identity and her interactive affordances. Accessories such as a face covering, protest sign, and megaphone were chosen not just aesthetically, but as recognizable symbols that communicate her role instantly to the player.

Using Aseprite, I designed and animated Tera’s sprites with a focus on readability, feedback, and intent, ensuring each animation clearly communicated its purpose within fast-paced gameplay.

From a UX perspective, Tera’s core design challenge was translating pacifism into mechanics. All of her attacks deal 0 damage and instead rely on Smack Studio’s knockback system. This changes the player’s gameplan, shifting from positioning, timing, and stage control, rather than aggression.

I carefully designed her animations and move set to reinforce this experience. Her actions never overpower opponents; instead, she gradually claims space using her voice, protest sign, and persistence.

Outcome & Learnings

Playing as Tera feels closer to participating in a rally than a traditional fight. Small, intentional actions compound into meaningful progress, encouraging players to think strategically and empathetically.

This project deepened my understanding of how mechanics, visuals, and interaction design work together to shape player experience and values.

Worried
Thoughts

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