An overview of the Japanese island I built from scratch for indie studio, Bearhammer Fortress' first title, Ascend.  The theme of the game is climbing higher and higher through an island while solving puzzles with blocks that fall from the sky.  Japanese island was supposed to include thin walkways and sleek cliffs that the player has to scale.

An overview of the Japanese island I built from scratch for indie studio, Bearhammer Fortress' first title, Ascend.  The theme of the game is climbing higher and higher through an island while solving puzzles with blocks that fall from the sky.  Japanese island was supposed to include thin walkways and sleek cliffs that the player has to scale.

 This Island starts at the bottom with a koi pond and a small bamboo forest. After the first cliff, the player walks through wood archways mimicking the "Thousand Gates" in Kyoto in a path the girls up the mountain.

This Island starts at the bottom with a koi pond and a small bamboo forest. After the first cliff, the player walks through wood archways mimicking the "Thousand Gates" in Kyoto in a path the girls up the mountain.

 On Japanese island, I needed to capture the aesthetic of a sacred place atop a mountain.  The new obstacle of this island are new "rain blocks" which are tiny blocks that fall and create speed bumps for the player.  they quickly evaporate so the player needs to be careful how they build their towers when atop rain.

On Japanese island, I needed to capture the aesthetic of a sacred place atop a mountain.  The new obstacle of this island are new "rain blocks" which are tiny blocks that fall and create speed bumps for the player.  they quickly evaporate so the player needs to be careful how they build their towers when atop rain.

 A quick flow chart and basic diagram of how each island would flow into the next.  Ascend was a short exploration and experience based game.  The player should be able to maintain a smooth momentum while enjoying the new sights of each island.

A quick flow chart and basic diagram of how each island would flow into the next.  Ascend was a short exploration and experience based game.  The player should be able to maintain a smooth momentum while enjoying the new sights of each island.

    

   

 Castle Island is the climax of the game.  With cannons firing bomb blocks from behind the walls, the player must bait the cannons into firing bomb blocks next to the large boulders blocking their way.   After reaching the walls, the player must scale them and find the switches to lower the drawbridge, granting them access to the cannons inside.

Castle Island is the climax of the game.  With cannons firing bomb blocks from behind the walls, the player must bait the cannons into firing bomb blocks next to the large boulders blocking their way.   After reaching the walls, the player must scale them and find the switches to lower the drawbridge, granting them access to the cannons inside.