Iactura (Vertical Slice)

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Team size: 5

Role: Level Designer / Sound Designer / Producer.

Development Cycle: 5 Weeks (Shipped October 2013).

Description: Iactura is a platformer developed to evoke the emotion of 'surreal.'

Core Tasks:

-Level Design.

-Gameplay Design.

-Collecting, recording, editing, and delivering sounds.

-Ensuring asset creation and completion. 

POSTMORTEM

What went well:

-Overarching narrative of progressively losing power was communicated very well in a nonverbal method.

-Iactura certainly delivers a surreal experience. 

What went wrong:

-Gameplay is very straightforward and doesn't leave a lot of options for the player.

-Transitions between game rooms could have been more interesting and communicated better. 

What I learned:

-When delivering an emotional experience, ensure that this emotion doesn't overrule gameplay elements.