Servant to the Breath
5th Semester BA Game Design | Experimental Adventure | 2025
You've fallen all the way down into the belly of a gigantic robot and are stuck. The environment follows its breathing pattern: Every breath pushes you and loose objects around.
Your goal: Reach the top and get out.
In Servant to the Breath, you take control of a robot mechanic who awakes deep inside a giant hollow robot. The robot has a unique quirk by having lungs that periodically push and pull air throughout its interior. The player navigates through the different levels either by taking cover from the strong winds or actively using it to progress in the level. By picking up a glider near the end of the game, the player is able to ride the air current during a wind burst, allowing the player to reach previously inaccessible areas.
The game was developed in a timeframe of roughly two months as part of the Adventure module in the 5th semester of the BA Game Design and represents a vertical slice of what the full game would look like.
Trailer
Assets
All game assets were modeled in blender and were afterwards textured in substance painter by procedurally generating different noise textures to produce a uniform, rusted metal look.
Development Tools
To speed up the level design process, we built various tools to assist us in building and testing the levels. The level builder tool allows us to quickly place and arrange the modular level within a grid, while the debug menu lets us test different conditions in the game and quickly jump to different levels.
Credits
| Jan Thüring | Game Design |
| Max Egli | Game Design |
| Gianmarco Di Vincenzo | Game Design |
| Anton Roos | Music |
| David Bock | Music |