
Ramón I. Bunge
@RamonGamedev
Artist and gamedev Creating Solarbound Arkhan, a tactical real time RPG in Game Maker Studio 2. Currently funding development through game art commissions.
قد يعجبك
Inspiring!
#PortfolioDay I place and sometimes animate pixels. I really like top-down environments, tilesets and limited palettes.




Wow, mesmerizing art.
Hey #PortfolioDay Pixelartist, animator and game dev! #pixelart #animation #gamedev #ドット絵
Added some little movements on small things, the likes of summons and satellites like this Beryl's brand new sparkling bubble. It moves in sync with all of Beryl's spells too! #ScarletRecord #緋色の記録 #indiedev #gamedev #indiegame
I've been working on background updates for all stages (not yet finished) and on a new, third playable character, which I'll reveal soon. I still have more cool stuff about the new boss to reveal too! Wishlist #Exobrave on Steam (link in my profile)! #gaming #indiegames
'Magical Blush' is a new 1-2 player top-down action adventure game with metroidvania-style exploration. Steam page: store.steampowered.com/app/3488640
Multi-ending sci-fi visual novel game 'BatteryNote' is now available. Steam page: store.steampowered.com/app/3005930
Charming metroidvania!
'Alruna: End of History' officially announced. It is the sequel to 2024's pixel-art action metroidvania game Alruna and the Necro-Industrialists. Coming 2026. Demo now available. Steam page: store.steampowered.com/app/3440260
THE IMMORTAL for Mega Drive (Will Harvey/EA, 1990/91) Cult isometric action-adventure game, released first for the Apple IIGS, then ported to MD, Amiga, ST, DOS & NES. Well known for its brutality, it was rumored that it inspired the fatalities in Mortal Kombat. #Sega #pixelart
Mowing down horrors never felt better
In game editor for the FXs in action. This one would be the "damage spark" for melee attacks. #indiegames #gamedev #GameMaker
First glance at the procedural FX tool I'm developing for Solarbound in @GameMakerEngine. This tool purpouse is allowing collaborators to design all kind of FX directly in game. I'm using a shader based on Signed Distance Function Rendering.
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