TRUN
TRUN is an MSX game project inspired by the light-cycle arcade classics: fast riders leaving solid trails behind them, where a single wrong turn ends the round. My contribution to the project was the graphics and pixel art, made around the character and the limits of the machine.
The game
The idea is immediate and competitive: keep moving, cut off your rivals and survive their trails. Everything is built for quick, readable rounds, so the screen has to communicate speed and danger at a glance.
From the title screen to the arena, the visuals aim for strong silhouettes and high contrast, keeping the action clear even when the grid starts to fill up with light trails.
Graphics and pixel art
Working on an MSX means embracing its constraints: a limited palette, a tile-and-sprite based screen and a modest resolution. Rather than fighting those limits, the graphics lean into them, using colour and shape economy to keep everything crisp and legible.
The supporting screens — selection and ranking — follow the same visual language as the game itself, so the whole project feels like a single, coherent little machine.