Lock's Quest is my first shipped title and my first game at 5th Cell. As the first designer hired specifically for the project, I became responsible for a variety of tasks throughout the project from map design to environmental art to scripting cut scenes. There are few areas in this game that I did not touch in some way, so I can see my love of this game in every screenshot.
The title screen. The bottom screen is a little cluttered and unclear for my tastes. The way the game options worked was also rather confusing. You couldn't set options in-game: they had to be set from the title screen. But you set options for a given save profile, which doesn't make sense when you have an empty card. It really should have presented options when you chose a new profile – especially since that's where difficulty and language options are.
Underneath the jumble of menus is a small vignette. Depending on your progress through the game, this changes to the new location. Lock can actually walk around these vignettes, though most are highly blocked off and don't reflect the original maps.