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Skull Bound

Planner & artist

This is a first person view dungeon crawler game, based on a randomly generated room system. The game starts with a cinematic where the player wakes up in a room. After waking up the player realizes that he/she is stuck in a dungeon, which contains multiple levels and their corresponding tiers.

The levels are built up out of modular chambers. Each chamber can be entered by defeating the enemies. Killing these enemies can provide the player items or weapons. Once the player finds the end room, the boss of that level needs to be defeated. After this the player enters a new level with higher tiers.

Skull Bound: Diensten

Planning

This was my first time working with agile management. I used sprints and daily stand-ups to keep track of the progression of the project.

Skull Bound: Pro Gallery
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