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How did Root of Guilt come to be?

This game is the product of participating in a course called DADIU during my ninth semester at Aalborg University. DADIU is a course that attempts to emulate a game studio, having roles such as Producer, Game Director, Programmers, Artists and more. During this semester, I filled the role as Game & Level Designer. For the game Root of guilt, the challenge was to create a horror game that utilizes procedural generation in some way, while learning to work together with the other roles in the mock game company. During the development of this game, I basically had one thought in my head over and over. Feedback. I wanted to make sure that the player always had feedback in such a way that they would never be confused about what their state in the game is at any given time. I would say that I largely managed to complete this task, although bugs can sometimes mess with this.

Root of Guilt - Production
Work in progress

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