Isak Åslund

  • # Technical Design
  • # Gameplay Design
  • # Technical Art
  • # 3D Art

Learnings from the Prototype

  • Ghost Mechanic - Instead of waiting to die, you are a ghost that possess corpses.
  • Active Possession - Players must fight to possess creatures.
  • Core Updates - Core gameplay remains the same, with a new knight and exploding enemy.

Adding Aesthetics

  • 👻 Ghost - Players default state, can pass ghost walls and possess corpses.
  • ⚔️ Knight - a new attacking enemy mostly used as a combat default.
  • 🐸 Frog - the jumping enemy, can jump up on platforms.
  • 😈 Demon - The dashing enemy, can dash past spike traps.
  • 🔥 Fire Elemental - The fireball enemy, lights torches and burns spiderwebs.
  • 🛢️ Barrel - a new exploding enemy, destroys breakable walls.

What I Did

Since the prototype I had made was chosen as the foundation for our project, I asked the team if I could take on 3D art to challenge myself with something new.

I balanced this while also contributing to:

  • ⚙️ Implementation & Iteration - Refining mechanics and gameplay.
  • 🔧 Debugging & Fixes - Resolving issues for stability.
  • 🎨 Shader Programming - Creating custom visual effects.
  • 🎭 Animation Programming - Scripting and refining animations.