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“A Ilha da Morte” is a student-baed prototype of a mock game: in a ruined world after a nuclear fallout, the player is sent to a tropical island—an oasis in the wastelands—where a militarized research group built a self-sustaining battery that can power whole city blocks. Should the player retrieve the battery, he can get his family into the comfort of the Bastions, the luxurious refuge of mankind’s surviving elite. The game is a first-person action-adventure, mostly focused on visual puzzles and obstacles.

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The second portion of the level, The Plateaus, is entirely my contribution. I wanted to give players a unique experience, and offer variance between the areas before and after mine, so I designed the ziplines. The mechanics behind them are simple: press ‘z’ while standing near a zipline, and the player will speed over open valleys and cliffs to the next plateau. The ziplines are guarded by security doors—deactivated using the power boxes found on each plateau—as well as sentry turrets.

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Due to the level comprising of four, separately-built areas, it was necessary to map out the whole level before we could start working on it. See the original mockup I made of the plateaus for more details.

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Given the loose restraints on the game’s details, my team, upon learning that the other students were opting for a more predictable post-apocalyptic urban setting, decided to go in a more colorful direction. The idea of an abandoned facility on an island where the flora has taken root in man’s absence stood out amidst the other projects.

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