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STEP INTO A LAND TRAPPED IN AN ETERNAL FALL, AND REDISCOVER A LAND LOST AMIDST THE LEAVES.
PLATFORM: PC
ENGINE: UNITY
 
DATE: DECEMBER 2016
DURATION: 2 WEEKS
TEAM: 3*
ROLE: TECH. GAME DESIGNER
WHEN GAMBLING LITERALLY IS LIFE.
0. OVERVIEW

OVERVIEW:

Inspired by the anxiety-riddled, life-or-death-like experience of gambling, Anxh is a 1-button distance-survival game.

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Gameplay cycles time-based options for destination/ combat, with the goal being travelling the furthest distance.

I programmed the entirety of the game, with the majority of my time being spent planning systems and prototyping.

ARBITRARY BECOMES THE ARBITER.
1. CHALLENGES

1. DESIGN CHALLENGE: EVOKE EXPLORATION AMID LINEARITY

Evoking feelings of exploration and anxiety provided a challenge when serving the player a seemingly linear, random path. To address this, I implemented branching brick paths so progression no longer relied on chance. As a result, players were able to choose the type of locations they went to, seeing new bricks and creatures as they went.

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2. TAKEAWAYS: PLAYER UNDERSTANDING

Distinction between player actions was a problem for Anxh. Players had difficulty in discerning what difference their choice of actions would create, thus they became arbitrary in the eyes of the player. If I were to iterate the game, legibility would be my primary concern, in an addition to adding more depth of decision to make.

ANXH DEVELOPMENT FROM CONCEPT-PROTOTYPE-PRODUCT
2. PROGRESSION

PROGRESSION:

STAGE 01: CONCEPTUALIZATION. DAY 0.
STAGE 02.
PROTOTYPING. WEEK 1.
STAGE 03.
ITERATION & POLISH. WEEK 2.

We decided on a one-button, slots-like interface quickly, moulding the intended experience to it.

Prototype 00. 3 white squares were for brick stats (%spawn, etc.) later removed.

Week 2 was about implementing assets and adding shaders, lighting.

Always designed with care

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Sean Braithwaite 2025

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