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TOME OF ATKEMBA

Tome of Atkemba

Tome of Atkemba

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Follow an Archaeologist as he explores the Tome of Atkemba in search of the Lost Treasures of Atkemba

Duration: 3 Months

Team Size: 1 Person

Role: Level Design, Sound Design, UI/UX Design

DESIGN PROCESS
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Inspiration and References

After taking several rides from Revenge of the Mummy, I got inspired to create a short game about exploring the Tomb of a dead Egyptian King

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Avoidance
Discovery
Achivement
Design Pillars

​The Main design pillar that the game is Discovery as the player explores various parts of the tome. The Next Pillar would be avoidance as he navigates around several booby Traps and finally, the last pillar would be the sense of achievement when they complete the game.

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Player Fantasy

The Player fantasy would be to give the players the sense of exploring a booby-trapped tomb in search of missing treasure,

I took inspiration from various movies like Indiana Jones and games like Temple Run for the booby traps that are used within the game.

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Landscapes Exploration

Looked through and referenced different types of landscapes to give the users different vibes as they explore the Tomb for example the sense of isolation and loneliness as they wander through a foggy desert, the sense of dread as they traverse through the dark tunnels,  the sense of  the sense of awe when they enter the treasure halls

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Obstacles Exploration

I have tried to incorporate as many different types of booby traps as possible in the game. These booby traps include spike traps, saw traps, moving knives, spinning axes and deep waters.

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Level Design

Using the game engine that has been created by the tech team, we then tried to recreate the game within the game engine.

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Sound Design

We then play tested the game with various individuals and made improvement on the game based on the feed backs that we received. We had used google forms to get a gauge on the effectiveness of the controls and the possible improvements in the

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UI Design

We then play tested the game with various individuals and made improvement on the game based on the feed backs that we received. We had used google forms to get a gauge on the effectiveness of the controls and the possible improvements in the

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