Aponivi is a 2.5d platformer inspired by PNW native art and design. It was developed for PC by a team of students at the Art Institute of Seattle using the Unity engine. The nameless protagonist of Aponivi must search for totems to guide him through the underworld after he has given up his life amongst the living.
In designing and writing the game, it was important to me that the themes of despair and redemption be conveyed through mechanics and level design as well as story. To enhance the feeling of reclaiming the will to live, levels are designed in a primarily vertical orientation. The player is constantly ascending through the environment. This not only feels redemptive, but has the additional effect of creating peril; the higher the player scales, the farther the drop.
Abilities and basic mechanics also mirror the game's themes. The protagonist begins their journey with only the noose used to end their life; this same length of rope becomes the tool which allows them to start the long climb back to the world of the living.
ELK SPIRIT DESIGN (FINAL)
Final approved concept for the Elk Spirit, the first totem spirit encountered in the game.
ELK SPIRIT (SECOND PASS)
Iteration on design of the elk spirit.
Iteration on design of the raven spirit.
TOTEMS and ENVIRONMENT ASSETS
Sprite sheet for environment pieces used in the final build of the game.
Concepts for the four spirits in the game (elk, raven, bear, and spider).
Menu displaying hidden collectible items the player has found. Items are highlighted in white when selected. Player can read item descriptions and see a detailed painting of the item.
COLLECTIBLE DETAIL SCREEN
Once the player has selected a collectible to view, the item name, description, and appearance is displayed. Items tell fragments of stories of people who have wandered the underworld in previous ages.