The hardest part was working to create a consistent visual style. As we all shared in the effort of art production, it took lots of communication to make a cohesive world.
The hardest part was working to create a consistent visual style. As we all shared in the effort of art production, it took lots of communication to make a cohesive world.
As the main level designer, I primarily focused on balancing puzzle platforming with some combat elements. The goal was to make a cohesive world that was fun to explore.
As the main level designer, I primarily focused on balancing puzzle platforming with some combat elements. The goal was to make a cohesive world that was fun to explore.
We had a lot of fun coming up with unique and fun mechanics to make both worlds interesting to play in.
We had a lot of fun coming up with unique and fun mechanics to make both worlds interesting to play in.

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