Brahm is an action–adventure game where inner conflict becomes real combat — players traverse chakra realms while fighting a shadow version of themselves to reach divine balance.

Genre

• Primary Genre: Action–Adventure • Sub-genres: Spiritual Fantasy, Narrative-Driven, Psychological Action • Platform: PC • Inspirations: God of War (mythic tone), Hellblade (inner conflict), Journey (symbolic worlds) • Tone: Intense, mysterious, atmospheric, action-focused • Core Appeal: Symbolic action combat, inner-world exploration, choice-driven progression

Role & Contribution

• Game Designer • Core concept, systems & progression design • Gameplay flow and player journey • Narrative structure and theme integration

Design Documentation

BRAHM_HIGH_LEVEL_DESIGN-DOCUMENT.pdf

Prototype / Playtest

Early Unity playtest created to validate UI layout, basic player interaction, and overall gameplay flow for design testing.

Video Link:

https://youtu.be/RBJGooIUvcs?si=iKd4t590i3iNsGeK

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(Note: This build represents an early-stage design validation prototype and does not reflect final production quality.)

Design Intent

To explore how action–adventure gameplay can represent inner conflict and progression through symbolic systems, while keeping combat and player choice at the core.

What I’d Improve Next

• Refine enemy behaviors to better react to player choices • Improve clarity of progression feedback between realms • Expand encounter variety to strengthen pacing