Death to the Universe: ACT I

OVERVIEW

Death to the Universe: ACT I is a story-driven, third-person action platformer set at the end of time. You play as Death - a fading concept struggling to fulfill his duty in a universe that’s unravelling. As the Universe itself becomes a playful, antagonistic force, Death is forced to confront his purpose, the final souls, and the nature of existence itself.

Blending fast-paced platforming with narrative depth, the game combines dark humor, cosmic absurdity, and existential themes to create a unique and entertaining experience.

TEAM

This game was developed by a team of 14 students as part of the DADIU production program. The team included game designers, programmers, CG artists, a sound designer, producer, game director and a creative director - working together in a simulated game studio environment over a 6 week production period.

ROLE

  • Game designer

  • Level designer

CONTRIBUTION

  • Participated in early brainstorming and concept development, helping shape the game’s overall direction and theme

  • Designed and balanced core mechanics, including traversal, telekinesis, and combat systems

  • Prototyped level sections using greyboxing in Unity to test layout, pacing, and player flow

  • Contributed to the design of enemy behaviours and interactions, focusing on combat clarity and challenge

  • Brainstormed, sketched, and prototyped puzzle scenarios, integrating environmental mechanics with narrative progression

MECHANICS

Death to the Universe: ACT I features a mix of fast-paced platforming and action-oriented mechanics designed to support traversal, environmental interaction and combat.

Key mechanics include:

  • Movement: Players can walk, run, jump, and move vertically using basic mechanics in combination with the environment.

  • Hookshot: Enables rapid traversal across specific anchor points, encouraging verticality and momentum-based navigation.

  • Telekinesis: Players can lift, move, rotate and launch objects using a combination of inputs, adding a layer of environmental interaction and puzzle-solving.

  • Scythe Spin Attack: A combat mechanic that can function as both a melee attack and a defensive tool, the players can damage enemies at close range or deflect and reflect incoming projectiles.

ENGINE & TOOLS

  • Unity

  • GitHub

  • Procreate

  • Miro

  • ClickUp