These were the very first sketches I made laying out the idea that would eventually become my senior project. I came up with several different ideas before narrowing my focus down to this one.
One of the mockups I made to showcase what my senior project might look like. With the exception of a placeholder player character, the aesthetic of the game is almost identical to the final product, highlighting the strong vision I had in mind.
Another mockup I made to showcase what my senior project might look like. It was important to demonstrate the dichotomy between upward and downward gravity, and how they would be immediately visually apparent.
Since players could theoretically travel throughout the entire Y-axis rather than being limited to a singular jump arc, I felt that procedural generation of obstacles would lead to a less engaging experience. This is a demonstration of the “chunk generation” technique that I ended up using to simulate an endless hallway.