Level and movement design
In Asterigos: Curse of the Stars, you explore the complex City of Aphes, featuring numerous unique districts inhabited by various vile creatures. It was essential to us to make your city exploration seamless and exciting. That's why we've approached the level design with extra attention.


The creation of Hilda from concept to Hero
When you first enter the City of Aphes, you’ll quickly realise that you’re an outsider. Everything Hilda identifies with, from her clothes to weapons, differs from the sophisticated technology and society of Aphes.


Designing the enemies
When we decided to draw inspiration from the culture and history of ancient Rome and classical Greece, we delved into the myths and legends of both periods. There are many fabled and epic creatures in folklore that we wanted to add to the game. However, it was extremely important to us that these creatures fit into our story and were truly part of the world and not just copied from other settings. We wanted players to see familiar-looking monsters when they encountered them while at the same time providing a unique experience.

We love the world we created, from brainstorming to story writing, concepts, modelling, texturing, adding animations and VFX, and eventually AI and skill designing. Each of these elements cultivates the hard work of many artists and departments.
