Breakbeat Boulevard
Breakbeat Boulevard
As part of the Video Game Development minor at the Amsterdam University of Applied Sciences, a platform game titled Breakbeat Boulevard was developed over a three-week period using Unity. This 2D skateboarding platformer draws inspiration from Sega’s Jet Set Radio series, aiming to replicate realistic skate physics while capturing the distinct style and vibrant atmosphere of the original game.
Concept
The game concept is a 2D platformer inspired by the iconic Jet Set Radio (Sega, 2000) and the recent Bomb Rush Cyberfunk (Team Reptile, 2023). Like these influential titles, the game emphasizes city exploration on a skateboard, vibrant graffiti art, and a funky, energetic soundtrack. Music by 2Mello, whose work is heavily inspired by Jet Set Radio’s original score, provided the foundation for the game's atmosphere. Specific tracks from 2Mello’s catalog were selected to capture the dynamic vibe of a Jet Set Radio-style experience, forming the basis for the game’s design.
In this 2D platformer, you join the CMDs (the Crash Mash and Dash), a gang that brings the streets of Neo York to life with their beats and graffiti tags. However, the gang’s antics attract the attention of the city authorities. After a particularly bold protest, you must navigate the urban landscape to rescue your friends from the clutches of the law.
Theme & Inspiration
As a remake, it is crucial that the theme and atmosphere closely mirror those of Jet Set Radio. Breakbeat Boulevard captures a futuristic urban vibe, set against the backdrop of Neo York. The cityscape enhances the street culture/hip-hop-inspired theme, and is complemented by futuristic funk beats as the soundtrack. The characters’ signature streetwear and culture, expressed through skating and graffiti, further complement the game’s atmosphere, aligning with the Jet Set Radio theme I wanted to achieve.
CHARACTER animation
In designing the character, the aim was to achieve a style and quality that fit the game’s concept. Initially inspired by the fluid 2D movements of the original Prince of Persia, the approach of analyzing movement through a template proved too complex, particularly in coordinating the character’s clothing. As a result, development began with an existing sprite, refining basic walking motions combined with a skateboard to establish the rhythm of the leg movements. Attempts to vary the leg motion didn’t enhance smoothness in a 2D environment, but focusing solely on the rear leg achieved a more realistic skating effect. Once this base animation was finalized, creating additional animations for idle, death, and jumping states became more efficient. Reference material was extensively used for the jump animation, which simplified the coordination between character and skateboard. For the death animation, inspiration from various sources led to a scenario where the character falls and the skateboard breaks—adding a realistic and impactful touch to the animation.