ORIGINAL IP · 2.5D ACTION PLATFORMER

Last Action Wiener

A fast-paced original action platformer starring a fearless Dachshund battling through a monster-filled world — combining responsive movement, satisfying combat, rich 2.5D presentation and a hero with unmistakable personality.

Last Action Wiener brings together my original character and world design, gameplay systems, level design, artistic direction, artwork and hands-on production experience. No generative AI has been used in its development to date.

The Creative Vision

I conceived an action-platform adventure built around a distinctive contrast: an endearing sausage-dog hero taking on supernatural monsters, dangerous environments and a demonic threat. The playful premise supports an energetic game with a strong character identity, memorable enemies and expressive visual presentation.

Last Action Wiener — the distinctive Dachshund hero in a suburban world.
Last Action Wiener — the distinctive Dachshund hero in a suburban world.

I wanted to capture the immediacy of classic platform and run-and-gun games while making the controls, combat and overall presentation feel contemporary. Character movement, animation, environments, gameplay and audio were considered as parts of one coherent creative vision.

Movement and Combat

The gameplay design includes variable-height jumps, coyote time, stomping, swimming and diving, slope orientation and specialised flying sequences. Responsive attacks, distinct melee and projectile enemies, readable encounters and memorable bosses give the action its rhythm and challenge.

Combat design and enemy encounters in a detailed urban environment.
Combat design and enemy encounters in a detailed urban environment.

I place particular emphasis on how these mechanics feel in play: controls should respond immediately, enemy actions should be legible, and challenge should arise from considered level and encounter design rather than frustrating behaviour.

Worlds, Levels and Environmental Systems

The adventure is designed around three episodes spanning a haunted city and cursed castle outskirts, a demonic underworld, and a fantasy realm of dreams. The planned structure encompasses 27 levels, including secret stages, with distinct enemies and environmental identities throughout.

Environmental variety and a more ominous atmosphere.
Environmental variety and a more ominous atmosphere.

Gameplay variety comes from environmental mechanics including wind, gravity and time zones, lifts, differing surface types and interactive hazards. These systems give each stage opportunities for its own challenges while building an escalating sense of progression.

Artistic Direction and Production

The game combines handcrafted 3D environments with a fixed 2.5D gameplay perspective, balancing atmospheric depth and presentation with the clarity needed for precision platforming. Character design, environmental art, animation, sound and gameplay feedback contribute to a unified tone: playful, dramatic and full of action.

An elaborate supernatural interior with distinct enemy silhouettes.
An elaborate supernatural interior with distinct enemy silhouettes.

The project is being developed as original IP with a PC/Steam release as its primary commercial objective and a potential future console pathway. Its design also makes room for replayability through hidden content, difficulty options and completion-time challenges.

My Contribution

From the initial concept and game mechanics to the character, visual style, levels, art production and gameplay refinement, this project showcases the range of my traditional game-development skills. It is a substantial creative undertaking in its own right, not simply a contrast with my newer AI-assisted workflows.