Aethrys
A third-person roguelite with a precise soulslike combat system. Aethrys was created as a complete game concept by a team of three at Hochschule Offenburg, using AI tools.
- Type
- Game Concept
- Made with
- AI Tools
- Team
- Team of 3
- Year
- 2026
Team
- Mike Huck
- Sound
- Colin Coveli
- Narrative, Game Design
- Daniel Soares Felisberto
- Graphic Design, Game Design
Trailer
Trailer, AI-generated.
Images
All images on this page are AI-generated.
About the Project
My part in this project was graphics and the game concept. As the graphic designer of the team, I shaped how Aethrys looks, using AI tools: the levels of the world with their own color palettes, characters like the Curator and the Invoker, and the interface with health, stamina, abilities and essence. Together with my two teammates, who handled narrative and sound, I also worked on the game concept itself.
Aethrys is a 3D roguelite with soulslike combat. Its world is falling apart and is trapped in an endless loop. You play the Construct, an artificial being and the only one who can cross all levels.
Everything you can see here, including the trailer, was visualized with AI, so Aethrys is a concept, not a finished game. A soulslike roguelite appealed to us because there are only a few games in this direction. AI let us show far more than we could have built in one semester of six months. Still, the look was our own decision: we deliberately chose a low poly graphic style, because we find the look fitting and it suits the roguelite genre.
Concept Document
The complete game concept of Aethrys (121 pages, in German) covers the game vision, game mechanics, narrative design, graphics, sound direction and user experience. The project was visualized with the help of AI tools.
What I learned
- How to work with AI tools.
- How important precise prompts are to get the end product you have in mind.
- Deep insights into game direction.
About me
Hi, I’m Daniel, a trained industrial mechanic now studying Game Development at Hochschule Offenburg. Before university, I completed my apprenticeship at Rolls-Royce Solutions GmbH and worked in CNC manufacturing. I’ve been playing video games for as long as I can remember. My earliest memory is the PlayStation 2, and I’ve been hooked ever since. Many older games carry a special kind of love and craftsmanship, and I want to bring that spirit into my own games, with one goal: making games as fun as they can be.
I practically grew up with Counter-Strike: Source, The Elder Scrolls IV: Oblivion and Metal Gear, and I still love those genres today. My focus is on Game Design and Sound Design, complemented by hands-on experience in 3D creation. I put that love into every project I work on, and I’m always open to learning new things, even those far outside my specialization.
Email: felisberto.daniel@yahoo.de