The Epocha Tower

Canceled project

Engine: Unity

SEARCHING FOR THE RIGHT PERSPECTIVE

Free camera and thin walls could hint adjected spaces but the lack of negative space made it too hard to focus.

Showing all four walls like in 2D Zelda games proved to be too broken in more elaborate spaces but it provided an easier way to show doors in other direction than just north.

We landed on quite a flexible hybrid with a room system, allowing us to switch between fixed and free cameras from room to room.

Testing different level structures

- Open; hub area; free exploration

- Slower; branching; Lock n Key type

- Linear; action-oriented; fast-paced

LANDMARKS AND DIFFERENT AREA FEELS

It's not possible in a top-down perspective to use landmarks to their full potential, as they cannot be seen in a distance to help with orientation.

They can still be used for an easier process of mental map making.

With the same mindset, each area has a different use of assets to give a distinguished feel.