Summary


Project Breakdown

  • Group Project - 5 weeks, halftime

  • Top down, ortographic perspective

  • Puzzle game developed for mobile

  • Created in Unity

Level Design
Nutthamon Tantipayak
Alva Liljekvist


Programming
Nils Ek
Hanna Laucis
Jacob Jansson
Martin Furuberg
Sebastian Hoikkaniemi

Procedural Art
Axel Skald Ljungblom
Marcus Mellström


Art
Matilda Ellow
Wiliam Widvall
Linnea Hallenblom
Petronella Jonasson

Narrative

Venture deep into the unknown depths of the Nine Circles of Hell in search of your lost loved one, and uncover the truth behind her disappearance.

Arc of Euclid weaves together the classic descent of Dante’s Inferno with Euclid’s Elements, exploring love as an abstract force shaped by symmetry, geometry, and fate.

Gameplay

The project uses an orthographic top-down perspective to seamlessly merge puzzle and level design, subverting player expectations through interactables that dynamically alter the geometry of the space.

Core level elements include levers and moving platforms, line-of-sight-based enemies, ranged arrows for combat, and environmental hazards such as pitfalls and path-driven fire traps.

Each player movement advances the entire system, enemies and hazards move in turn, creating a dynamic, turn-based puzzle experience that encourages planning ahead before committing to a path.

My Contributions

  • Designed levels 5-9, based on the themes of the Circles of Hell:

    • Anger

    • Heresy

    • Violence

    • Fraud

    • Betrayal

  • Set dressing

  • Wrote and directed the game’s narrative

Level Design Pipeline

As the game heavily relied on it’s orthographic perspective, designing levels from a top down perspective did not work out. As such, I used Figma to create my designs using the same orthographic perspective. These illustrations helped immensly when implementing the levels in Unity.

Levels 5-9 Playthrough

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Blade of Will

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Lightchaser