Memoria is a 2D metroidvania I’ve been developing on a team of three for around 4 months. We currently have a playable prototype, and plan to have a vertical slice by May of 2025. I am the artist on the team, and I’m working with two programmers. I create all of the concept art, technical art, animations, narrative elements, and level designs. We work together to design mechanics, major story beats, and other core aspects of the game.
Our game follows a powerful yet elderly sorceress who suffers from memory problems. The game starts with the sorceress locking herself out of her magic tower, and exploring a vast kingdom to find the spare key she lost long ago. As you explore, her memories are rekindled and she recalls spells she once knew, people she once loved, and conflicts she long forgot. A story already told, but not remembered, unfurls in Memoria as you and the sorceress learn what happened in this kingdom long ago.
This is the official game poster I designed for our first showcase.
I made a variety of iterations on the player character's design and color scheme
This gif is an early screen recording of our spikey enemy
These were some shape studies I did to determine the player character design
When designing our first enemy, I knew it wanted to be a tree, but I wasn't sure what shape to give it. I had to simplify it quite a bit.
This is a layout of our first five screens, including interactables and enemies. We designed the first few screens to gradually teach the player the mechanics of our game.
I created this sprite for the ranged spell attack. The sorceress has a ground pound melee, and a ranged spell attack so far.
These pieces are designed to go at the very front of our environment. We're using parallaxing to create movement, and these pieces belong on the closest layer to the camera.
We decided to create flowers that can be plucked to replenish health
This is a concept for the statue where a player remembers (and unlocks) spells