A perspectively deceptive prototype.

I worked on Conflux with 4 co-students at my school, for a competitive 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 honors the best classic 3D platforming games like Portal, Mirror’s Edge and The TALOS Principle. We ended first place, and got to visit Gamekings (a Dutch games TV show) for a livestream of our game.

This was one of the first projects I got to do where I was functional as a producer and designer. I came up with the original concept, and worked from there while handling production and planning. I did a lot of QA and playtesting, but also level design, bits of gameplay programming and a bunch of graphic design to illustrate our intentions (one-pages).