Video game

Cat-astrophe Crusade

Sebastian ching

Stamford, CT

Advisor: Dennis recchia

Artist Bio

Sebastian Ching is a game designer and digital media artist specializing in cooperative, whimsical, exaggerated driven experiences. He is currently pursuing a BFA in Digital Media & Design at the University of Connecticut, with a concentration in game design. Sebastian’s work blends stylized visuals, humor, and fast paced combat mechanics to create games that prioritize joy, accessibility, and shared play. Influenced by childhood experiences playing video games, such as Castle Crashers, with family and friends, his creative practice is rooted in the belief that games are powerful spaces for connection and collaboration. Sebastian aims to continue designing games that bring people together, encouraging laughter, teamwork, and a sense of playful adventure. 

Artist Statement

Video games have always been where joy and connection felt most natural to me. Growing up, playing games with my family shaped some of my happiest memories and taught me that games are more than entertainment, they are shared experiences that bring people together. That belief drives my creative practice. I design games that emphasize playful mechanics, expressive characters, and humorous storytelling. I want players to feel capable and empowered while also laughing at the absurdity of the worlds they inhabit. My work prioritizes accessibility, spontaneity, and fun, encouraging players to engage with each other through shared action and humor. 

My senior project, Cat-astrophe Crusade, explores how stylized art and chaotic beat ’em up combat can create a joyful play experience. This build is presented as a semi-developed alpha, featuring two of the project’s three planned levels and a fully playable core combat system. While boss encounters, cooperative multiplayer, deeper narrative elements, and upgradable abilities are planned for future development, this version focuses on establishing the game’s tone, mechanics, and character driven world. Ultimately, my work celebrates play itself, inviting players to laugh, experiment, and imagine the expanded experience to come. 

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