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purgeatory
project overview
Purgeatory was developed in Unity as part of the 2012 Global Game Jam (a 48 hour global game development event). It was designed under the constraint of the Ouroboros as the major theme.

The game revolves around a character who is trying to bring balance in the war between heaven and hell. As he defeats enemies his actions serve to imbalance the war. If he defeats too many demons our hero must subsequently travel to heaven to thin out the opposing forces. The user must constantly strive to balance trying to get a highscore before being overwhelmed and not digging too large of a hole by swaying positively in favour of one side.
responsibilities
For this game I was called upon to create the 2D graphics for the various stages, interfaces and non-character graphics for the game in addition to game design and minor unity implementations.
debrief
For Purgeatory, our team took on the ambitious goal of creating the 3D game with fully modelled and posable 3D characters. As such, our two main artists (Dough and Ahram) had their hands full with modelling and rigging the characters. While moderating the scope of character assets needed may have provided more time for streamlining gameplay and other art assets, the team was pleased with the fruits of our labour and thoroughly enjoyed working on the project.
Purgeatory
Role: Game Design, Art
Timeline: 48 hours
For: Global Game Jam
Developed: 01.2012
group members
Doug Insley
Jodon Karlik
Ahram Lee
Connor Mayer
screen shots