My Many Masks was my Final Major Project that I worked on during my final year at the University for the Creative Arts. It’s a 2.5D Platformer set in the modern day, following a young adult stepping out of his comfort zone to try and form connections. I plan to rework the game and continue development for an eventual full release.
The player can find various masks throughout the game, which grant them unique abilities when worn. Wearing a mask of the same ‘Tendency’ as an NPC allows you to talk to them and help them out with any problems they’re facing. Wearing a mask for too long makes you more strained, so you need to stop and take a deep breath if things get too hectic.
Talking to an NPC gives you the option to either help them out with their problem, or ignore it entirely. If you choose to help, you are given access to an alternate route through the level with extra collectables, dialogue, and a heavy focus on the given Mask.
This project has already gone through tons of changes, originally starting with shards that you’d swap out at checkpoints. These were unlocked within missions, rather than the mission forcing upon a new ability. I felt the project had lost sight of the intended messaging by allowing all this creative freedom in building super overpowered move sets, and didn’t focus enough on hiding your true self.
Early Blueprints for the Blue Mask, which allows the player to grow and shrink.
Early Blueprints for the Red Mask, which allows the player to draw in objects.
Early Blueprints for the player’s basic dash
Early Game Visuals, using a silhouette-look inspired by Donkey Kong Country Returns, rather than the sketchbook-style of the final project.
Current in-game character sprites
Early Enemy and Protagonist Sketches
Various sketches for early concepts
NPC Design Sketches