Cosmic Thunder

Cosmic Thunder

Created all art, music, and level designs for Cosmic Thunder—a video game produced by Bad Watch studios

Overview

Cosmic Thunder is a pixel art action-platformer developed under the studio name Bad Watch as part of a senior capstone project. You play as an astronaut stranded on a mysterious fantasy world, battling magical creatures across five distinct levels in search of the scattered parts of your ship. Designed, developed, and published within a 3-month timeline, the game was voted the #1 project in its class.

I took on a multi-disciplinary role spanning art direction, level design, music composition, and co-production—guiding the vision from initial concept through launch.

Key results

Key results

Key results

  • Created over 350 custom assets

  • Composed original soundtrack

  • Delivered a fully playable indie game in 3 months with top class recognition

Role & timeline

Role & timeline

Role & timeline

  • Lead artist, composer, level designer & co-producer

  • February 2021 – April 2021

Visual design

I created over 350 unique visual assets for Cosmic Thunder, including all characters, enemies, items, UI elements, backgrounds, and tilemaps. Each asset was designed in Photoshop using custom palettes, with character animations built from segmented parts. This modular approach made it easier for the developer to combine and layer different animations—like equipping a laser gun and jetpack simultaneously—without additional complexity.

The visual style evokes a colorful, nostalgic charm while grounding each level with a distinct identity. Enemy designs—goblins, spell-casting pixies, crab monsters, dragons, and more—were crafted to match the tone and pacing of each environment, adding both challenge and personality to every stage.

Original soundtrack

I composed a complete original soundtrack for Cosmic Thunder, with a distinct musical theme for each level, a title screen theme, and a short splash jingle for Bad Watch studio. Each track was crafted to reinforce the emotional tone of the environment it accompanies.

I also handled all sound design, sourcing and editing effects for actions like jumping, attacks, hits, pickups, and ambient transitions.

Main menu

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Level 1 — Prarie

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Level 2 — Jungle

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Level 3 — Beach

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Level 4 — Village

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Level 5 — Castle

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Caves

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Bad Watch jingle

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Studio identity

I designed the branding for the studio, Bad Watch, including a pixel-art logo inspired by an abstract sundial—a playful nod to the name itself. As a “bad watch,” the sundial adds a tongue-in-cheek tone to the retro-futuristic aesthetic.

Have an idea?
Let's chat.

Alec Sciandra © 2025

Have an idea?
Let's Chat.

Alec Sciandra © 2025

Have an idea?
Let's chat.

Alec Sciandra © 2025