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Auxesis was created for a university project focused on the design sector. The primary task provided was to create a prototype that showcases a refined game concept with multiple core mechanics and systems. As a result of this we decided that we wanted to attempt to replicate a souls game, based on the fact that as a team understood the depth of the different mechanics and systems which are fundamentally part of the genre.

Role: Level Designer

Auxsis Starting Room.png

My role in this project was to create a meaningful starting area which would help teach the player: Basic Movement,  Attacking, Blocking and Evading. My approach to this task was to introduce the player to these mechanics while also keeping the environment explorable and consistent with the theme of the game. Creating scenarios where players would have to learn on their feet rather than just showing them how to defeat an enemy.

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I drew out a floor plan of what I had in mind. I had to also insure that the end of my area connected to the next one, which was being done by our second level designer. After conferring with my teammate I moved on to white boxing the level on Unity using ProBuilder as my tool of choice.

Auxesis Whitebox.png

One particular part of my design was to give the player incentive to explore the area. For example in the image above you can see a inclined corridor with a hidden nook which would not be seen unless the player analysed their surroundings. In this nook would be a obtainable weapon the player would need to defeat enemies, such as the one that would lie ahead further down the corridor. If the player did not see the room beforehand, they would be forced backwards into it by the pursuing enemy. Teaching them to mind their surroundings. 

Click here to visit the official itch.io page

CONTACT INFO

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Email for any enquires at:​

cpipergamedesign@outlook.com

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