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God Send
My Contribution To this Project
-Designed and built all 24 levels and all puzzles using Ogmo Editor. Placed all collectibles, enemies, and environmental pieces to create the game.
-Each level started as a sentence in my planning document, then a sketch on paper, then put in the editor using modular pieces created by artists.
-Once playable, I got as much feedback as possible and iterated until the feedback was positive
-Created puzzles using the game's systems e.g. tactically using the Medusa enemy to petrify enemies that are used in puzzles or combining movable blocks with conveyor belts
-Wrote the in game flavor text during loading screens and on some of the unlock-able items
-Ordered the levels so that the player had a smooth experience and difficulty curve through the game
-Contributed to the writing and recording of the game's dialogue
Image Gallery
![]() A puzzle from the opening stages of God Send, set on Mt Olympus. This is the basic pressure plate puzzle from the early game. | ![]() The second section of God Send is set on earth. Here is where the game introduces enemies. | ![]() The final section of the game takes place in the Underworld. I made sure that these levels were the most difficult by adding fire traps. | ![]() All levels in God Send started like this. I began with paper prototypes to help with the layout as well as to help break the idea to see if was suitable. |
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![]() This is a complex puzzle for this early in the game. But in order to get 100% completion, players need to push a block onto a moving platform with careful timing. | ![]() This is the stage that first includes enemies. By placing the collectible envelope above the Cyclops's head, players are likely to try jumping on him, therefore figuring out how to defeat them - but what about the armored ones? :) | ![]() This is a devious puzzle. Medusa needs to be dealt with but can't be dispatched using normal means... | ![]() The final stage of Olympus, in which we meet Zeus. All the collectibles are behind locked doors so players will have to use their brains to get them. |
![]() Here, by showing the player that Medusa can turn other enemies to stone, the player knows to utilise this in later stages. | ![]() The Underworld is designed to be the hardest section. | ![]() | ![]() The Minotaur will charge at you, so I designed puzzles that make use of objects that only he can break. |
![]() I suggested that bouncing on an enemy should let the player dash again. This stage utlises this advanced mechanic. | ![]() These are our pillars. We started with these and they informed multiple decisions. |
Platform:
Android
Tools Used:
Ogmo Editor
Visual Studio
Duration:
3 months
Team Size:
11
My Role:
Designer
Level Designer
Overview
God Send is a 2D puzzle-platformer set in a cartoon re-imagining of Ancient Greece. The player takes control of Hermes, messenger of the gods, and uses a dash mechanic to traverse obstacles, solve puzzles, and defeat enemies. This was the first game project that I worked on that got published to the Google Play store, and has been downloaded over 500 times. I really enjoyed making this game and I'm really proud of the puzzles, especially watching people figure them out.
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