
_MY ROLE :: CONCEPT, UX DESIGNER, GAMEPLAY DESIGNER
Explore the depth of the abyss in a vibrant game, passing through enchanted scenarios and creating bonds with incredible creatures.

// .001 _ GAME ART
Sasu' Mystical Quest is a one-of-a-kind underwater adventure game, controllable through custom designed controlelrs based on body movements. As the little shaman Sasu, players navigate through four underwater worlds and unravel its secret with the help of mystical friendly animals while collecting gems.
Guest can control Sasu via custom-built LED balance board by shifting their weight left and right, by jumping and shaking or, in the case of people with disabilities, by using an external USB-connected device.
Sasu' Mystical Quest is a one-of-a-kind underwater adventure game, controllable through custom designed controlelrs based on body movements. As the little shaman Sasu, players navigate through four underwater worlds and unravel its secret with the help of mystical friendly animals while collecting gems.
Guest can control Sasu via custom-built LED balance board by shifting their weight left and right, by jumping and shaking or, in the case of people with disabilities, by using an external USB-connected device.

// .002 _ PLAYERS IN ACTION

// .003 _ PLAYER JUMPING AN OBSTACLE
The focus was on designing a unique and culturally open narrative. While creating the different levels, the intention was to have an environment that bordered on surreal - something that felt native and familiar, yet inciting wonder and enchantment. We grounded the custom world with realistic environmental elements to allow our users a quick understanding of how the world works, and then brought in fantastical colours and enhancements that brought the game to life. The scenarios were then enriched by some interface elements to guide the users in the gameplay, particularly in the phase of the special power-up collection and the interaction with animals.




// .004 _ SCREEN DESIGN OF THE GAME
The world was created in Unity from pre-built landscape sections, randomly placed in each level in order to create an infinite variety of obstacles and point placement for every scenery. The game creates a rich environment by using specific peripheral elements such as fish swarms, ancillary plants and animals, bringing the whole world to life. A large array of post-processing filters (fog, vignette, chromatic aberration, colour grading, particle systems, custom shaders) were used to create a striking underwater atmosphere while still remaining saturated, colourful and slightly cartoonish.


// .005 _ ART DIRECTION MOODS
2020 ADC AWARDS - SILVER
2020 ADC AWARDS - BRONZE
2020 WEBBY AWARDS - GAMES: BEST VISUAL DESIGN
2020 WEBBY AWARDS - GAMES: TECHNICAL ACHIEVEMENT
2019 FWA OF THE DAY