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STUDENT TEAM PROJECT · ADVENTURE

ANKH

A classic adventure, rebuilt as a learning journey.

▶ Watch gameplay
CONCEPT ARTWORK
RoleQuest, story & character design
EngineUnity
LanguageC#
DevelopmentTwo months

THE EXPERIENCE

Revisit a classic. Learn by building.

ANKH is a student project that recreates and reimagines a level from the 2005 point-and-click adventure. Developed over two months in Unity with C#, it combines a tribute to the original game with a practical exercise in level design, scripting, and player interaction.

The project focuses on the feel of an adventure game: moving through environments, discovering objectives, and interacting with the world. Custom maps and mission structures provided a setting in which the team could develop those systems and test how they worked together.

Point-and-clickAdventure systemsLevel development

My contribution

My responsibilities included quest design, story design, and character, boss, and enemy design, including enemy AI. I also handled light scripting where the team needed support. These contributions were made within the student team’s Unity recreation.

The project brought narrative and interaction work into the same playable level. Objectives needed to make sense in the story, characters and encounters needed to support those objectives, and the underlying scripting needed to connect them. Working from an established game gave the team a reference while we developed our own implementation.

GAMEPLAY & WALKTHROUGHS

Step into the adventure

ANKH playthrough

A playthrough of the student ANKH project.

BEHIND THE EXPERIENCE

Design decisions

01

Translate the experience

Recreating a familiar level required attention to the original game’s feel as well as its appearance. The project brought that reference into Unity through custom environments and interaction systems.

02

Connect objectives to interaction

Movement, inventory, and mission information needed to work together so players could understand their next action. Building these systems within a playable level gave the team a concrete way to test them.

03

Use the project as a foundation

The two-month scope created an opportunity to practice development from concept through implementation. It served as preparation for larger student projects, with teamwork and scripting developed alongside design skills.