Perdita

This was a cutscene we used to try and portray the story more. The goal was to inform the player of upcoming enemies.

Example of the climbing and the environment. A struggle with this game, that I tried to avoid was the player moving on a flat plain for long periods of time. The goal was to have the player constantly moving at different angles so we made sure that the game had a climbing mechanic to give it a more exciting way to navigate the world. This also made it an interesting brain teaser to depict the level, as it's a 3D world on a 2D plain.

The last cutscene was the result of many cutbacks. We tried to end our game by leaving the player wanting more and being left with a curious sense of what will happen next. I personally tried to keep this in mind throughout the entire game. I tried to visualise the games story on a graph and mark the points where the game would have it's highs and lows and then proceed to pace them.

This was a cutscene we used to try and portray the story more. The goal was to inform the player of upcoming enemies.