Â
 -Stage 2-
The design choice for the sharp fang-like teeth was to show a ravenous hunger commonly associated with a blackhole as well as give the feeling of a predator.
This is an animation sequence for the Blackhole boss.
The design was built to look elegant while still threatening. This is highlighted in the skull.
Running Animation
Dash Attack Animation
Tail Whip Animation
Projectile Attack Animation
These islands were designed with uniformity in mind to contrast the haphazard, decaying feeling of the combat islands.
These designs for these environmental pieces are of a Roman style to match the Pantheon feel of the game.
The banners have creases and folds, like in motion yet frozen in time. This effect is the same for the shattered walls, moments frozen in time.
-Kao: Procedural Programmer & Dialogue System Developer
-Rory: Level Designer & Audio Designer
-Rowan: Narrative writer
The project was a success as all play testers enjoyed the experience.