Bear'ly Surviving - The Quest for a Job - Campaign Hero Visual
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Client: Tom Spoon Year: 2025 Role: Art Direction, Concept, Illustration, Animation & Lead Developer

Bear'ly Surviving

The Quest for a Job

After returning to Belgium to launch my full-time freelance career, I found myself facing the typical gauntlet of adulting: networking, invoicing, and the daunting shadow of taxes. I wanted to translate these professional hurdles into a fun and relatable experience.

The Vision

High-Touch Craft and Vibe-Coding

I was inspired by games like Cuphead, where the hand-drawn, frame-by-frame soul of the art dictates the code. I challenged myself to use "vibe-coding" to build a bridge between manual illustration and AI-assisted development, ensuring the project felt inherently human despite the tech behind it.

The Concept

The "Shady" Freelance Hustle

The game is hosted on a custom-built site designed to mimic the obscure, ad-filled gaming portals of the early internet. I even created my own "shady" ads to ensure the aesthetic felt authentic to those childhood memories.

The Protagonist: I chose a bear in a suit on a skateboard because the job search often feels inherently "off," like an animal trying to navigate a corporate world that wasn't built for it.

The Narrative: You are constantly chasing a car with a paper contract dangling in front of you like a carrot. No matter how fast you skate, the goal feels just out of reach while you dodge the demons of the job hunt.

The Symbols: Obstacles include "Best Boss" mugs, broken laptops, and "Jobs for Dummies" books. To counter the Motivation Meter, which drains as the search gets exhausting, I added flying hot dogs as bonus points, a personal nod to the year I spent living in Copenhagen.

The Execution

Digital Crafting with an AI Intern

This project was an experiment in using AI as a force multiplier. I didn't go in blind; I used my background in coding to act as the architect while letting AI handle the heavy lifting of the initial proof of concept.

Inherently Human Art: Every single frame was hand-drawn digitally in Procreate. I avoided automated shortcuts to ensure the animation felt human and textured, focusing on movement that felt specific and intentional.

Vibe-Coding with Claude: I treated Claude like a highly capable AI intern. I started with a proof of concept based on the classic Chrome dinosaur game and gradually layered in complexity. If the AI logic faltered, I could step in and refine the code manually to ensure the interaction felt exactly right.

The Technical Mix: I used the Phaser engine to manage sprites and animations, allowing me to play with frame rates to achieve a retro feel without resorting to a standard pixel-art aesthetic.

The Impact

Learning to Push the Brakes

The greatest challenge of this project was not technical, but managerial. Because AI acted as an intern willing to implement every idea I came up with, I found it difficult to act as my own project manager. Without a human developer to say a feature was "out of scope," I often sidetracked myself with new ideas, which made the project take longer than anticipated.

The result is a living, playable portfolio that proves a creative needs both high-tech tools and high-touch craft to tell a modern story.

Experience It Yourself

Play the game

The Team

This was a solo creative journey supported by AI and a very competitive partner.

Core Team

  • Tom Vanleenhove — Art Direction, Concept, Illustration, Animation & Lead Developer
  • Claude (AI) — Coding Assistant
  • Lotte Reynaers — Lead Playtester & High-Score Champion

Wanna work together?