Christopher Rosso
All work

Purrsuit

An iPhone game where a crew of cats raids a fish market.

Client
Purrsuit
Scope
Game design, 3D art, development
Year
2026
Status
In progress
Jinx, rendered in Blender, and the game on two phones

A lane runner for iPhone: a crew of cats raids a fish market with the Dog Squad on their tail. Each of its 30 levels ends in a boss fight, and an endless mode follows the fish from the docks to the bottom of the sea and back over the rooftops. I designed it, modelled and painted the heroes, and built it in Unity, with bots that play every level so the difficulty is measured, not guessed.

What shipped

  • A lane runner with a boss fight at the end of each of its 30 levels
  • An endless journey through seven places, from a cannery to the sea floor and a whale's spout
  • Jinx rigged in Blender and painted in Substance Painter, in six looks
  • Bots that play every level with the game's own physics, so the difficulty is measured, not guessed
  • Rewarded ads and cosmetic looks only: nothing buys score
  • Runs at 60 fps on an iPhone, in TestFlight now

Tagged

  • game design
  • unity
  • c#
  • 3d
  • blender
  • substance painter
  • ios
  • mobile game

The film

61 seconds, no sound
A silent film made from the game itself: a bot plays while the game renders every frame.

The run

7 screens

Swipe to change lanes, up to jump, down to roll. Every level has three stars to earn: clear it, pick up three quarters of its fish, and take no hits. A boss waits at the end of each one.

A level opens with its three star goals
Power-ups down the left edge, the super ready to fire
Stumble, and the Dog Squad gives chase
Every boss attack is called out before it lands
Level clear: the stars, the fish, and an optional ad to double them
Ten levels per district, with the boss at the top
Each level's card names the boss waiting at the end
The tuna toss: jump it, or land on it
A crate chain: pounce, bounce, pounce
Shadow Dash, Jinx's super
A boss fight: jump, pounce, dodge

The endless journey

11 screens

Endless mode is one looping journey through seven places, each with rules of its own: belts and presses on the beat in a cannery, floaty water physics on the sea floor, a shipwreck's hull to run along, and a deep end where only the hazards glow.

Each place opens with a card of its own
Presses on the beat: red, dodge; amber, roll; green, go
The dive, off the end of the pier
Kelp Shallows: floaty jumps and a fishbowl for a helmet
The Wreck: run along the hull
The Deep End, where Lantern Lou lights the way
Barnacle Bess: fish only, then the spout
The spout shakes off the chase, in slow motion over the rooftops
Rooftops at Night, with a song of its own
The result names the furthest place and stamps its postcards
A postcard from every place reached, and medals for the best score
Presses on the beat
The dive
The Wreck's wall-run
The spout

Heroes in 3D

5 screens

Jinx began as a model sculpted in code. A script carries him into Blender to be rigged, unwrapped and baked, and Substance Painter paints him through a script of its own, with no one at the keyboard. The game loads the result: about 47,000 triangles, six looks, four faces.

Six looks from one model, each its own painted texture set
The turnaround, rendered in Blender
His faces: one mesh per expression, swapped in the game
About 47,000 triangles, laid out in clean quads
Painted in Substance Painter by a script: one texture set per look
A full turn, rendered in Blender

Props and icons

3 screens

The props on the track and the icons in the menus go through the same pipeline as Jinx: built and baked in Blender, painted in Substance Painter. The app icon is rendered from the game's own models.

The track's props, painted
Every icon in the menus is a painted 3D model
The app icon, rendered in Blender from the game's own models

More work

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