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Mechanics
The level is focused around 3 puzzles which are ramped up in difficulty as the player progresses.
The first was a three tiered breakout style puzzle. Using the protruding snake heads the player has to align them in either directions to move onto the next step. To add an element of physical danger I added rising water that would eventually flood the room.
Art
I used light as a director, helping to guide the player through each step of the level.
I used color to dictate the players emotion and to show the players progression.
Concept
Transitioning from Temple to Sci-fi.
Puzzle quest with environmental damage.
Linear path with limited player guidance.
Three chambers with a reward chamber.
Inside Tulum
An indepth look at the level.
![]() Temple Map | ![]() Temple Description |
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![]() Puzzle 1 | ![]() Puzzle 2 |
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![]() Puzzle 3 |
![]() Green Room | ![]() Blue Room |
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![]() Color Mixing | ![]() Desaturated |
![]() Red Room |
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