5. The Crazy Labyrinth

After a long radio silence, Simon reached out again. He had an idea, an exciting new twist on Mazk! A fresh game design inspired by the classic board game Labyrinth, but with a wild new mechanic.

To explore the concept, we decided to go back to our roots: using some of my very first pixel art pieces to prototype a board game version of Mazk. A physical game! That’s when the question hit us—could Mazk become a board game?

MAZK - A BOARDGAME?

Our approach this time was clear: stay in the design loop until we truly understood the direction. But instead of a straight path, we tumbled headfirst into a deep, surreal rabbit hole of mechanics, mystery, and ever-shifting gameplay concepts. What began as a small experiment evolved into a sprawling design maze, full of hidden routes, surprise encounters, and puzzle-like systems.

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For months, we playtested everything we could think of. We experimented with elements from chess, tower defense mechanics, and of course, the iconic shifting tiles of Labyrinth. Each version brought something new—and broke something else. But that's part of the process.

COUNTLESS MOCKUPS

In the meantime, I tried to sketch all the ideas as mockups to get a early idea of the design. I can't quite count how many mockups I've done in the meantime, but I can assure you that there were many.

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After countless mockups and tests, one thing was pretty clear. This game needs 3d assets.

AMADEUS WALTENSPÜHL

At one point, I visited Amadeus in Lucerne. In many ways, he’s like my artistic mirror—when we collaborate, it’s pure creative chaos, in the best possible way. I shared with him everything we had on Mazk—concepts, sketches, assets. That’s when the fusion began.

Amadeus took my designs and began reshaping them through his own artistic lens. The funny part? He began prototyping the game using LEGO bricks to explore gameplay flow and test core mechanics. It was messy, playful, and surprisingly effective.

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I took the concept and ideas from Amadeus home with me. But one thing was getting louder and louder in my head! And than it became crystal clear:

This game needs 3D assets.

NEXT UP:
DEV LOG 6. Mazk goes 3D

Coming next: how I accidentally became a 3D artist just by trying to bring this project to life.

Author

Illustrator, Animator & Conceptartist. Teaching characterdesign @HSLU Luzern. Livepainter for german comedians and passionate pixelgame creator.

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