TYPE:

GAME + IDENTITY

YEAR:

2024

TOOLS:

BLENDER, ROBLOX STUDIO, FIGMA, PHOTOSHOP, AUDITION, DALL-E 3

SKILLS:

DESIGN, AI, 3D, EDIT, MANAGE, DIRECT, DEVELOP

INDUSTRY:

GAMES & INTERACTIVE MEDIA (ROBLOX)

Cosmic Dimension

Cosmic Dimension, a game developed for the Roblox platform, takes place on asteroid Fluxion Warp. You're an astronaut who hitches a ride on a spaceship, but it crashes with only you as the sole-survivor. Embark on an adrenaline-fueled adventure through a series of sweaty-palm-inducing obstacles. Every step is a twist and every turn leads to a new challenge.

Discover your way through the asteroid by jumping, running, sliding, and teleporting! With each corner you turn, the maze evolves. Will you be able to navigate your way through this maze and emerge a captain of space exploration?

Cosmic Dimension, a game developed for the Roblox platform, takes place on asteroid Fluxion Warp. You're an astronaut who hitches a ride on a spaceship, but it crashes with only you as the sole-survivor. Embark on an adrenaline-fueled adventure through a series of sweaty-palm-inducing obstacles. Every step is a twist and every turn leads to a new challenge.

Discover your way through the asteroid by jumping, running, sliding, and teleporting! With each corner you turn, the maze evolves. Will you be able to navigate your way through this maze and emerge a captain of space exploration?

challenge

Creating a game within the Roblox ecosystem meant balancing platform constraints with player expectations. Granted the audience is youthful and obbies are typically rainbow-colored, but I wanted to level-up the design aesthetics of the obby experiences found within Roblox while learning the tools. The goal was to design an engaging and replayable experience that stood out in a crowded marketplace of user-generated games, while still being accessible to a global audience. The challenge was to craft compelling level design and fluid movement mechanics mixed in with oxygen supply dynamics built on a limited toolset—while ensuring the game performed well across devices and could evolve with future updates.

Creating a game within the Roblox ecosystem meant balancing platform constraints with player expectations. Granted the audience is youthful and obbies are typically rainbow-colored, but I wanted to level-up the design aesthetics of the obby experiences found within Roblox while learning the tools. The goal was to design an engaging and replayable experience that stood out in a crowded marketplace of user-generated games, while still being accessible to a global audience. The challenge was to craft compelling level design and fluid movement mechanics mixed in with oxygen supply dynamics built on a limited toolset—while ensuring the game performed well across devices and could evolve with future updates.

results

Cosmic Dimension delivered on point with a tightly scoped, replayable experience that encouraged exploration and rewarded reflexes. By leveraging platform-native mechanics and optimizing for performance, the result was a game that held attention and left room for future content drops, seasonal events, and ongoing improvements.

70 nodes (checkpoints) are currently in development.


Cosmic Dimension is loaded with high-contrast design elements where space exploration meets brutalist architectural designs. We’re finding our way through the maze in the darkness of space. We have an oxygen tank that allows us to breathe. Refueling it is done by collecting oxygen tokens scattered throughout the obstacles. If we run out, we die and are brought back to the lobby.

Cosmic Dimension delivered on point with a tightly scoped, replayable experience that encouraged exploration and rewarded reflexes. By leveraging platform-native mechanics and optimizing for performance, the result was a game that held attention and left room for future content drops, seasonal events, and ongoing improvements.

70 nodes (checkpoints) are currently in development.


Cosmic Dimension is loaded with high-contrast design elements where space exploration meets brutalist architectural designs. We’re finding our way through the maze in the darkness of space. We have an oxygen tank that allows us to breathe. Refueling it is done by collecting oxygen tokens scattered throughout the obstacles. If we run out, we die and are brought back to the lobby.

credits

CREATIVE / PRODUCER:

BRAM TIMMER

DEVELOPER(S):

CLAUDE (ANTHROPIC), HANS FERNANDEZ MURILLO

ANIMATOR:

JAKE LAMBERT

MUSIC:

TIM MANN

Think of me as the one just out of frame—working where ideas meet instinct, and culture starts to shift.

Available for consultation
b@beside.ca

🇳🇱 🇨🇦 🇺🇸

©2025

Think of me as the one just out of frame—working where ideas meet instinct, and culture starts to shift.

Available for consultation
b@beside.ca

🇳🇱 🇨🇦 🇺🇸

©2025

Think of me as the one just out of frame—working where ideas meet instinct, and culture starts to shift.

Available for consultation
b@beside.ca

🇳🇱 🇨🇦 🇺🇸

©2025