COSMOSIS
During my second year at AIE, I joined a team of three artists, two programmers and a designer to develop a finished game in eight months. Cosmosis is a first person action platformer in which the player uses a magic grapple to navigate floating, alien architecture and engage in a huge Boss-fight as the climax
Overview
ROLE: Producer, Designer
STATUS: Complete
DURATION: 6 months
ENGINE: Unity
PLATFORM: PC
AWARDS & RECOGNITION: 'Most Impressive Game Project' AIE 2019
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ROLES & RESPONSIBILITES:
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Game Design
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Designed and balanced the player's movement mechanics
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Designed boss attack mechanics
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Concepted key gameplay moments​​​
Production
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Managed task lists and a project roadmap
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Conducted regular testing and feedback sessions​
Level Design
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Designed level layout and boss arena
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Pre-production Design
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
Mechanics Design
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
Level Design
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
Task Tracking and Management
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_ff73ca63250240b2a3c975834afa9356~mv2.png)
![](https://static.wixstatic.com/media/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png/v1/fill/w_32,h_9,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/5bfb6f_c2ae26a3c5004bca9ea2b860a535f4ab~mv2.png)
I designed the overall gameplay mechanics to challenge the player's skill, and wanted an environment which would reflect that through pitfalls and tricky platforming.
While I iterated upon the player's movement and the grey-box layouts, I found that more open and flowing designs were more fun to parkour through.
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![Cosmosis_Early_Platforming_001.gif](https://static.wixstatic.com/media/f9e557_38178d6f61fe4827a877bf9f5e7eaf84~mv2.gif/v1/fill/w_419,h_301,al_c,usm_0.66_1.00_0.01,pstr/Cosmosis_Early_Platforming_001_gif.gif)
![Cosmosis_Progress_001.PNG](https://static.wixstatic.com/media/f9e557_cb8e40e468f8400ba708cd81d6fd4be1~mv2.png/v1/fill/w_450,h_301,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Cosmosis_Progress_001_PNG.png)
My artists and I worked created assets which we could duplicate and reuse to build up a huge open environment, which worked incredibly with the grapple mechanic
- and the game's setting -
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I designed the level leading towards a final arena as segments of a larger structure floating in a void, which allowed us to ramp up the grapple ability and focus on air-borne fun, which became the most well received gameplay element among testers.
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![Capture2.PNG](https://static.wixstatic.com/media/f9e557_8784048312d246f5b5a87505f4337d5b~mv2.png/v1/fill/w_971,h_545,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/Capture2_PNG.png)
![Cosmosis_Early_Platforming_002.gif](https://static.wixstatic.com/media/f9e557_7b7eb526a9c047a3b2513b5e7a32f7aa~mv2.gif/v1/fill/w_930,h_523,al_c,usm_0.66_1.00_0.01,pstr/Cosmosis_Early_Platforming_002_gif.gif)
![Cosmosis_Early_Platforming_003.gif](https://static.wixstatic.com/media/f9e557_b06079bc10714cfe967aaaa73626bad2~mv2.gif/v1/fill/w_965,h_543,al_c,usm_0.66_1.00_0.01,pstr/Cosmosis_Early_Platforming_003_gif.gif)