top of page
level design
level design
tile rooms
CAPS' level design challenge was to make interesting and diverse combat rooms that could be procedurally arranged in a way that felt dynamic and the least repetitive as possible, since the budget wasn't enough to bring variety through mechanics
story rooms
the main challenge in this project was to convey every aspect necessary for the story in as few rooms as possible, since there weren't resources to make a big script. Also, some components of the culture that crafted the background lore of the protagonist had to be present too, such as the markets, gardens, architecture, etc.

bottom of page