Thunder in the Territories
Designing and Building an Original Interactive Experience with Branding Built from the Ground Up
Thunder in the Territories is an original game I conceived, designed, and am building myself. I designed the branding and visual communication, not just the game.
- Role
- Creator, Game Designer, Art Director, Developer
- Type
- Game design, art direction, pixel art, UI, front-end development
The Concept
Every wrestling promotion lives or dies on story, so this game puts you in the booker's chair, pulling the strings behind the scenes rather than stepping into the ring. It drops you into the late 70s and early 80s territory era with pixel art that feels nostalgic without feeling muddy.
The Challenge
Building a game solo means owning every layer at once. The visual identity had to evoke the 16-bit console era while staying vivid and readable. The systems had to turn crowd heat and booking instinct into mechanics that are fun to play.
My Approach
I treated it like a brand build, starting from identity and letting it drive everything. I set an art direction rooted in territory-era artifacts, arena posters, marquee type, and vintage TV graphics, then designed the interface and underlying systems so the booker fantasy genuinely plays.
What I Built
Original game concept and design, full art direction and pixel-art execution, an invented cast of wrestlers, an original promotion identity, UI and interface design, and the working build itself.