Ethan CossioGaming Sage

Level Designer | Game Designer | Sound Designer

Keeper of the Winds

Award-winning jam platformer — full level set + wind mechanics.

Keeper of the Winds is a 2D precision-platformer focused on Greek Mythology and mainly chase sequences. On the floating isle of Aeolia, the imprisoned forces of nature has finally broken free and threaten the mortal world! It is up to you, Aeolus the Keeper of the Winds, to lock up the roaming malevolent dangers or all is lost!

3rd Place Overall — MoonJam Class 3 Competition
Most Challenging Game

Project facts

Developer(s)
Delinquents (Team Name)
Publisher(s)
MoonRift Entertainment
Platform(s)
PC
Genre(s)
Precision-Platformer
Release date
May 17th, 2021
Project length
6 weeks
Engine & tools
Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides

Roles & responsibilities

Leadership

  • Facilitated and hosted meetings in a planned course of action to address objectives and tasks for each department.
  • Delegated tasks to team members based on situational matter and promised deliverables.
  • Problem solved/troubleshooted with teammates (e.g. fixing GitHub conflict merges).
  • Articulated weekly presentations that kept the team ahead of the competition.

Level Design

  • Designed all levels with tile manager.
  • Placed, playtested, and iterated hazards, collectibles, lighting, etc. across levels.

General Game Design

  • Drafted and implemented Wind Interaction mechanics (opening gate, trigger plates, energy ball, etc.).
  • Concepted reward system that increases replay value by ending each run with all lives and collectibles to reflect performance.
  • Split levels into Main Story Levels and Bonus Challenge Levels.

Sound Design

  • Designed enemy monster SFX.
  • Implemented SFX and music.

Narrative Design

  • Researched Aeolus and created the setting based on the floating isle of Aeolia.
  • Wrote narrative objectives of locking up imprisoned forces of nature let loose within the isle.
  • Designed personalities and characters regarding the Four Wind Direction Gods based on their seasons.

Programming

  • Adjusted texture and ground interactions of movable column objects that the player can drag and let go with the mouse.

Art

  • Drew pixel sprite assets like one of the gates in the game.
  • Designed and animated the trailer.

Behind the scenes

Initial mechanic drafts revolved around the Four Wind Direction Gods in Greek Mythology and their aspects—later scoped for the jam timeline. Levels taught players wind-based interactions, chase pressure, and collectible completion while keeping the mythological fantasy of Aeolia readable in a short precision-platformer.

Gallery

Game projects

Golden TidesWild Sky TDTenebrisGround ZeroKeeper of the Winds