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KUBRIX

Kubrix

Kubrix is an interactive 3D open-world game that allows players to deconstruct the world block by block and build their way however they see fit.

Interact with NPCs, shrink and grow trees to get apples, ride on sheeps and fly across the world. Collect all the fragments of the Kubrix and save the world from imploding.

Engine

Custom Engine

Duration

6 months

Team Size

9

Roles and Responsibilities

  • Game Designer

  • Modeler

  • Animator

Awards

  • Digipen Game Awards

    • First Place, Claude Comair Grand Prize for Game of the Year 2019

  • Digipen Game Awards

    • ​Finalist, Best Junior Game​​

  • Digipen Game Awards

    • Finalist, Acronis Best Team Spirit​

  • Digipen Game Awards

    • Finalist, Acronis Best User Interface

  • Digipen Game Awards

    • Koei Tecmo Singapore Most Innovative Design​

My Roles

Game Designer

I discussed with the other designers in my team what the game flow is, the mechanics and its features.

 

We did many iterations such as whether items such as Jump pads or movable platforms should be in the player's inventory or whether they can collect it from the world. There was a collapse-able bridge that would crumple if the player stood on it for too long so there would be Speed Powerups to help them. But we also debated whether they could collect it to place it somewhere efficient for use. Should the game be done levels by levels (like Angry Birds style) or be set in an Open world?

Modeler

My primary role in this project was to be an Artist so before, we had to decide the art style and theme of the game. We landed on a blocky art style and went with a fantasy / Medieval theme. I had 4 iterations for the main character.

We changed the final look of the protagonist to a Witch as having the character magically scale objects and place objects in mid air was a conflict of the original design which was a villager.

(The final design is the first image, the rest were my iterations)

Before

Animator

I decided to go with a more flexible but blocky art style (like Minecraft), making the arms and legs separated from the main body.

This made animation easier as there were no need for rigging separate fingers / toes or separate body limbs. 

There were some iterations for my animations

as well. (As seen on the right)

Wolf.gif

After

Wolf_Updated.gif

Here are my Animations and Models I created over the course of this project.

(Click on any image to view the full gallery)

Animations

Models

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