In the initial days of Spellcaster Studios, we tried to go for the advertisement market to get funds to develop more ambitious games. This was one of the proposals we did (unfortunately, it fell through due to the cost).
This was a third-person action adventure game, which used one of the brand’s characters. The player would be dropped into some islands (with different themes) and had to reach the goal area, looting as many chests as possible. There were enemies, of course, but the whole game was non-lethal (for kids).
It used a cell-shaded aesthetic that ran on both fixed function pipeline and shader-based systems, and was programmed with the Spellbook engine, using C++ with DirectX 9.0c.
On this one, I was responsible for all game/level design and for the all the programming.