
Cubalingus was a project with an odd premise. We were told to design a game based of the painting from Hieronymus Bosch's take on heaven and hell, "The Garden of Earthly Delights". We focused on the hell part and made a puzzle game where you're meant to escape hell into heaven. Using flesh-like cubes that you place and connect in different ways to get different results. For example connecting a fleshcube with a mouth to the side of another cube with an ear and a nose. The mouth yells into the ear which activates all other sides of the cube. In this case the nose, which sneezes, creating a slippery ground letting you slide past dangerous obstacles faster than you could run.


Along with designing the game mechanics and levels on this project I also helped Blueprint coding a bit in Unreal Engine to create asynchronous loading for better performance. Which also went hand in hand with how us level designers on the team had to design transitions between levels. On top of that we designed the whole world in a way that created background key-points for players to strive towards.