Perspectively recognizable.

I worked on Conflux in 2014 with 4 co-students at the HKU, for an assignment called Design for Space. The challenge was to think of a game concept that makes good use of 3D space. We came up with a concept based around forced perspective, with an aesthetic that remembers the best classic 3D platforming games like Portal, Mirror’s Edge and The TALOS Principle.

This was one of the first projects I got to do where I had the task of maintaining and improving a concept and everything that came with it. I did a lot of QA and playtesting, but also level design, bits of gameplay programming and a lot of graphic design to communicate our concepts and interactions.