SIDHVI'S LEVEL

SYNOPSIS
Mythic Ascension is a 2D multiplayer platform brawler,
Set in an alternate universe, where gods and humans existed for millenniums. When the darkness threatened humanity and divinity, the gods of all pantheons made their last stand together to fight off the darkness and win back the realm.
Finally, a few gods succeeded in fending off the darkness but at the cost of destruction of the realm and the damage caused by the darkness could not be undone.
The game events nearly a year after the victory of the gods over the darkness, the gods and humans are working together to rebuild the realm of Earth. The gods are stranded in the human realm due to the destruction of Bifrost, which was used to bring all gods to earth.
As the gods start co-existing with humans, The Elder Gods: Zeus, Odin, Indra, and Horus decided to celebrate the anniversary of their victory by having a tournament to boost the morale of humans and gods.

Background Credits: Ubisoft's Brawlhalla
Characters Artwork: Zoha Azmi
MY ROLE
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As part of my University module, Connected Games, myself along with my classmate Zoha Azmi worked on the design of this videogame.
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I took on the NARRATIVE DESIGN, GAME MODES DESIGN, LIVE-OPS DESIGN duties.
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I was the OWNER of two starter Champion gods: Goddess Kali and Goddess Bastet, with the responsibilities of

GAMEPLAY
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Play as mighty gods from mythologies around the world, from the snowy realms of Norse legends to the arid lands of Egyptian deities, the stern Roman pantheon to the benevolent gods of India.
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Use MODULAR GAMEPLAY SYSTEM to finetune your favourite god to suit your gameplay style.
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Team up with your friend(s) or go solo to rise up the ranks in multiple game modes.
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Follow the meta-narrative as it unfolds through characters, levels, and game modes in each season.

THEMES & INFLUENCES
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The inspiration came from the stories I heard growing and a scenario where all the mythologies collide.
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The base of the gameplay comes from popular fighting games such as SUPER SMASH BROS., BRAWLHALLA, etc.
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The foundation of the MODULAR GAMEPLAY SYSTEM is rooted in finding a solution to the issue where players can't fully enjoy their favourite characters because those characters don't align with their preferred playstyle.
ANALYSIS
To create a familiar yet unique approach, I wanted to have THE factor that differentiates this game from competitive titles in the market. That lead to the creation of MODULAR GAMEPLAY SYSTEM. Through this, the player can tune their favourite god into their own playtest with swappable classes and attacks that can provide freshness and player retention.
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As the design progressed, I crafted a narrative tailored to each starter hero, reflecting their unique backgrounds, all converging at the pivotal moment of defeating the personification of Darkness and dealing with the aftermath leading to the events of MYTHIC ASCENSION.
The primary goal of any online-based game is a strong player retention, which drove the ideation of accessible monetization, seasonal events, and time-worthy rewards.
OUTCOMES
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Created a narrative outline along with a monetisation design.
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A Game Design Document that details gameplay, narrative outline that spans multiple seasons, monetisation design.
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Creation of a game design document by taking feedback from previous module and improving in multiple ways.
GAME DESIGN DOCUMENT
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I worked with my classmate and co-designer: Zoha Azmi
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I took the responsibilities of 2 heroes gameplay design, narrative and monetisation design.​