Blue Probert

Arm Of Satan
ARM OF SATAN is a tough precision platformer designed for 2-player co-op. Featuring kick ass visuals influenced by the Hellboy comics, arcade-inspired gameplay, and a deep and captivating narrative.

About The Game
Arm of Satan is a asemetric co-op 2D platofrmer where one player controlls Girl who manages the primary movment, whilst player 2 controlls the titular Arm of Satan who has the ability to perform action such as a double jump or a grab enabeling the players to have greater manuverablilty. This unlickly duo must navigate the depths of Hell together in this charicter driven narative.
My Role
Arm of Satan is being developed by the game studio Ludophoria, and I have been brought on, in addition as assistant-level designer. As this is an ongoing production I have had to sign an NDA, meaning I am unable to go into great depth about the specifics of the project.

My Work

As an assistant-level designer, I have been tasked with working on and developing the arcade mode level known as Tribulations. Tribulations are shorter non-story levels there for the players to test themselves against and compete for the fastest time possible. The player will be able to unlock Tribulations as they progress through the main story, giving many of the tribulations a theme based on when they were unlocked.
My Process
As Tribulations are given a theme based on when they were unlocked, that is my starting point. At first, I will play with the mechanic to familiarise myself with it and how it functions and understand any of the smaller intricacy found in it, and from there, I will find a set of movements that I enjoy and work with pen and paper to outline the shape of the level marking in different colour pens the movement the player has to go through to the right is a photo of a pen and paper outline of a Tribulation unlocked early on and themed around grabbing swinging chains. After outlining it in pen and paper, I go and begin working on it in engine, making sure to play test it in small segments as it's being made, refining and removing sections whilst adding new ones, as I play through it, ensuring that the level flows together properly, after that I would begin to populate the level with enemies in areas that can benefit from the additional difficulty.
