ABOUT THE PROJECT

Design for Immersion

I've always been fascinated by video games—the freedom to play as any character and explore immersive worlds. This fascination grew into a passion: creating worlds where others could experience the dream that I brought to life. Inspired by my cat Maya, I began developing 'Feral', a 2.5D role-playing game set in a dystopian future. Imagining the city from her perspective helped me shape a rich, atmospheric environment. I started with storytelling, creating characters, events, and a memorable conclusion. After sketching character illustrations, I brought them to life through 3D modeling and environment design, using Unreal Engine to add interactivity and depth. This independent project is still in development, and every step has been incredibly fulfilling. Sharing my passion, I also teach game development to kids and teens, encouraging the next generation of creators.

ROLE

Storytelling

Experience Design

Interface Design

Character Development

Environment & Level Design

Game Engine Development

CLIENT

Independent Video Game

DATE

Jan 2024 - Present

FERAL video game showcase trailer.

01

Narrative

It’s a rainy night in Lyseris, a city transformed beyond recognition, where whispers of a dark past echo through its shadowed alleys. This place has reached its threshold—a point where human evolution has taken on new forms, twisted by ambition, desperation, and the hunger for power. Few remain who remember what it was to be truly human, and fewer still are willing to confront the cost of their survival.

In a small, isolated apartment, Maya stares at herself in the mirror, lost in the reflection that confronts her. The evening news blares in the background, announcing yet another city-wide curfew, a rigid measure to maintain control in a world teetering on the edge. Outside, neon lights pulse in the rain-drenched streets, casting an eerie glow over a city that feels both familiar and alien.

Maya knows what it took for her to survive—her own life altered by choices she never made, shaped by forces beyond her control. In her eyes, a flicker of something more: a heightened awareness, a sharpened instinct. She senses things, moves differently, her perspective drawn from a world somewhere between the feral and the civilized. The city she sees is divided, with shadows hiding both dangers and secrets. She walks a fine line between these worlds, aware that each step could bring her closer to the truth, or further into the darkness that grips the city.

As she ventures into the streets, Maya’s journey is one of survival, self-discovery, and a confrontation with the legacy she’s inherited. Guided by instincts that are hers, yet not entirely her own, she must navigate the complexities of a society held in check by fear and control. The city is both a prison and a hunting ground, ruled by those who view her as both an asset and a threat.

In a place where power comes at a heavy cost, Maya must uncover what freedom truly means, even if it means confronting the depths of a city—and a past—that was never meant to be explored.

02

Character Art

Concept art and 3D modeling

I transformed concept art of a humanoid feline into detailed 3D models, starting with low-poly bases and advancing to high-resolution sculpting. Emphasizing facial features and clothing, I captured the character’s distinctive style and personality.

WE CARE Overview

Concept art sketch that shaped the 3D character development.

Texturing and materials

Texturing added depth and authenticity to the character. I designed detailed textures and materials that enhanced its visual appeal and presence.

WE CARE Overview

Progression of character design: from wireframe to textured 3D model.

Rigging and animation

Rigging added a digital skeleton to the model, allowing full control over movement. This setup prepared the character for animation, ready for lifelike interaction in the game.

Maya

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Click and drag to explore different views of the model.

02

Environment Art

Concept and aesthetic vision

Inspired by a cat's love for the nighttime and the game’s storyline, the environment is a neon-lit, futuristic city with a vibrant, dystopian vibe, designed to create an immersive experience.

Environment design for levels

Starting with concept art, block models, and rough prototypes, I refined the design into polished levels. The 3D models balanced form, function, and narrative, resulting in a cohesive aesthetic that enhances gameplay flow.

Lighting and visual effects

Lighting was essential for mood and storytelling, adding depth through skies, atmospheric effects, and dynamic setups to visually convey the narrative.

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Selection of in-game immersive environments showcasing high-detail design and atmospheric depth.

03

Game Development

Dynamic personalities through animation

Each character's animations are uniquely crafted to showcase their personality and goals, ensuring every movement adds depth and individuality.

Speed-driven animation adjustments for the main character.

Smart enemy AI

Unique behaviors for melee and ranged enemy types. Features include patrol, sight and hearing detection, attack states, and dynamic adaptability using the Environment Query System (EQS), enhancing gameplay immersion.

Dynamic enemy AI demonstration.

04

User Interface

Enjoy. Engage.

UI bridges players and the game, enhancing accessibility and immersion. In Feral, menus, options, and in-game interfaces were crafted for clarity and style, ensuring an intuitive and engaging experience.

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