Sketch thinks in structure. He draws ghostly outlines into the world — bridges, platforms, walls — that exist as logic before they exist as matter. Without Chroma, they stay transparent. Unrealized.
Chroma & Sketch
A solo passion project — asymmetric co-op meets a world that forgot how to feel.
The Idea
The world of Canvasia has gone gray. Not metaphorically — literally. Corporate monotony has drained every street, every shop, every face of its color. Two creative spirits are all that's left to fix it.
Sketch draws the world back into existence — laying down outlines, structures, and logic. Chroma gives it life — painting those outlines with material and meaning. A bridge Sketch draws becomes ice when Chroma hits it blue, vines when she paints it green. Neither can do much alone.
It's part puzzle-platformer, part life sim. Think It Takes Two meets Dreamlight Valley, built by one person who maybe bit off more than they can chew — and is doing it anyway.
The Two Characters
Chroma thinks in feeling. She paints Sketch's outlines into physical reality — the color she chooses determines what they become. Ice. Vines. Rubber. The world responds to her mood as much as her intention.
The Ribbon
Borrowed from Unravel — players are physically tethered. Drift too far apart and Canvasia starts fading again. The color drains from everything around you. It's a mechanic, but it's also the point: the world only stays alive when you're working together.
Under the hood this is a distance-based desaturation system driven by Global Material Parameters in UE5 — but honestly I just think it's a nice way to make co-op feel meaningful rather than optional.
What I'm Actually Building
This is a full solo development cycle — engine systems, 3D assets, audio, shaders, the whole thing. The goal isn't to ship a AAA game. It's to prove I can own every layer of a project from low-level C++ systems all the way up to the feel of a jump arc.
- C++ core systems & character framework
- Asymmetric input & ability architecture
- Ribbon Link desaturation system
- Stylized HLSL shaders for material states
- First playable vertical slice level
- Maya asset pipeline + Substance texturing