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Tengoku's Den Game Showcase
Game Design & Team Management
Echoes of the Past: My Vision in Game Design and Art Direction.
My views on "Echoes of the Past" heavily influenced its design, emphasizing narrative depth and environmental storytelling for emotional impact. For the art, I guided us through iterations, ultimately choosing a stylized painterly aesthetic that perfectly balanced nostalgia with the game's emotional tone
Artifacts

The "Town", beginning tutorial area
The "Wheel", the first enemy the player encounter
Vision of the World
World Design
The game action is situated in an imaginary post-apocalyptic world after people abused an unknown energy crystal that created a worldwide cataclysm that erased entire civilizations and created monsters from different objects infused with crystals, people being forced to hide until they regain enough power to fight back the creatures and reestablish communities.
The hero journey
The story follows a certain individual that is tasked with finding key artifacts that are tied with the “old world”, for society to learn about their mistakes to avoid making them again, you travel across different lands that recreate certain real-life civilizations and cultures in your search and you learn about them.
Error - Log name "Motivation"
There is not that much information about “Your Character”, the counsel needed someone to send in these missions and a mysterious individual offered their help, apparently this person was born after the cataclysm, they don't know how the old world was, but we assumed their motivation to do such dangerous missions was to restore the old world that exist only in tales now, the counsel accept any help given, further investigation will be necessary. - Counsel Log Nr .79 // 10.08.2057

Key takeway from the project development
Working on the project was challenging; it was the first digital game I worked on and due to the lack of experience I couldn't materialize my vision completely. But it helped me with learning the basics of game/content design and, working with different individuals helped me develop my teamwork and cooperation skills, getting to understand people point of view and giving feedback is something that benefits me.
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Due to the unfortunate event of starting with 5 people and ending the project with only 3, I learned how to effectively down scope my ideas, making them realizable, this situation also trained me into working under pressure.
Having to work in GameMaker pushed me to learn a new engine. Being my first game ever in GM, I developed software adaptability to suit the requirements of the project. As well with coding, with no previous experience I learn more about GML and coding patterns.
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