Agathos
Overview
Accomplishments
What I Learned
A 2D pixel-art cozy horror RPG developed in the GameMaker engine featuring interactive gameplay and branching story elements.
As players progress through the narrative, their choices influence the world around them, affecting environments, events, and character interactions.
I designed and animated the game’s sprites, contributing to the visual identity and immersive experience of the project.
Date: November 2025 - June 2026
Team: Katie Chau

Developed gameplay features and UI components, including menu screens and interactive game elements
Applied data structures and algorithms to manage game state, scoring, and in-game interactions
Implemented core gameplay systems including player movement, collision detection, and object interactions
Designed and animated custom sprites and backgrounds to support the game’s visual experience
Agathos was my first time learning a new game engine and designing a project like this. It gave me the opportunity to explore my creativity while learning more about the UX/UI design process. At the beginning, I was still figuring out how to turn my ideas into an interface that was both visually engaging and easy to use. Throughout the process, I became more comfortable experimenting with different layouts, visuals, and design ideas.
This experience also taught me that creativity in design is not just about making something look good. It is about exploring different possibilities and finding ways to communicate information clearly through design. Working on Agathos helped me become more confident in my creative decisions and showed me how much I enjoy using design to solve problems.
Back

Title Screen
This is what you will see when you launch the game.
When the player presses F they can trigger scenes, animations, or retrieve items.
When the player presses F they can trigger character cutscenes and dialogue as they progress in the playthrough.
Player Interaction
Object Interaction