Pest Apocalypse
This is Kikimora Games biggest release (and success) to date.
This time we decided to lean into the individual strengths of our team, allowing us to do the type of work that comes more naturally to us. I'm convinced this direction paid off and resulted in a stronger game, as well as a less stressful development overall (which was very welcome considering that most of us are developing these games on our free time).​







Although we wear many hats at Kikimora Games, my main focus for this project was Level Design. This involved planning out the overall campaign, biomes and the necessary "building blocks" to create interesting environments for the player to traverse. Most of my time was dedicated to bringing each map from concept (See sketch above) to a finalized and fully set-dressed and shippable level.
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In addition to Level Design I also did a lot of Game Design, Character Concepting and worked on the Sound Effects.
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Right of this text you can see my character concept for the passenger (weapon) Count Frogula, and the finalized in-game art by Samuel Modig.


