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Game: Fjall - Released on Steam

Role: Game Designer, Level Designer, Artist

I was initially hired to do just artwork on Fjall, but it quickly grew into an opportunity to flex my game and level design muscles. The game originally was more about the manipulation of light and casual platforming. And while some of that is still the case, I pushed for deeper mechanics.

I designed elemental orbs the player could transform into. These added a puzzle element to the game, requiring the player to use different forms for certain obstacles.

  • Light - Base form, creates light in dark places.

  • Air - Jump higher, fly, only 1 hp.

  • Earth - High hp, slow, charge attack to break objects

  • Water - Turn into water droplets to fit down crevices

  • Fire - Burn flammable objects, light torches

The game ended up with around 40 levels mostly designed by me.

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These different transformations informed the gameplay, helping me to create varied and interesting environments and spaces requiring the use of each form. In the end this gave Fjall somewhat of an actiony-puzzle vibe, which I enjoyed. It was a great learning experience.

© 2019 Ian Atherton

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