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Introduction

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SENSUS is one of my proudest projects, and one that I worked the hardest on along side Adam Jensen as my partner. 

SENSUS was a project for our Client Assessment at AIE where we had to make a game based on a fictional client brief.

The brief we chose was "Experimental" where we had to make a game that didn't follow any conventional game design means and give the player an objective without directly telling the player.

In return we didn't really make a 'Game' per say but more of an experience players can walk through.

Roles for this project:

  • Co-Game Designer

  • Lead Level Designer

  • Audio Designer

  • Sole Programmer / Technical Designer

Achievements

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SENSUS had gained a slight bit of popularity upon release on Gamejolt and Itch.io

It has well over 1,500 downloads from across the globe and was streamed and broadcasted on websites such as Twitch and Youtube to hundreds upon thousands of viewers. Adam and I was completely speechless with the amount of attention SENSUS received within the first two weeks of release. We were given a lot of really important feedback as well as praise for the game's unexpected and mysterious nature.

 

It was a lot of fun watching so many people around the world playing our game. I got see that my level design and philosophy had worked the way I had planned it in guiding the player through the game without expressing not a single word, which was a really satisfying feeling.

Level Design Process

SENSUS was a challenging game for me, design wise as its entire design as a game was completely out of my comfort zone.

 

I'm more used to making fast paced and intense action games with some amount of replay value in the mechanics, so SENSUS essentially being a walking simulator was a different experience.

I had to tell some sort of story in through the environment and help the player see the game to its end without directly telling the player how to.

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Blockout History

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Pre-Alpha

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