


PC GAME
UNITY
GROUP PROJECT
ABOUT THE PROJECT
































A horror game about innocence in the face of injustice. A girl named Aadila witnesses her world torn apart for reasons she does not understand. Finding herself imprisoned and separated from her family, she must use her wits and resourcefulness to survive and hopefully reunite with the world she lost.
The player must explore, solve puzzles, avoid horrors, and learn quickly to lead Aadila to freedom. Narrative and artistic design come together in this project as the game broaches heavy topics through its environmental storytelling, symbolism, and implications as much as the main plot does.
The planned full game would depict the brutal oppression of a fictional community, and the loss of innocence in the face of horrors beyond an innocent mind's comprehension.
CONTRIBUTION
Art Director
I coordinated with co-artists to create and achieve the visual style and themes of the project.
Concept Artist
Together with the project leader and co-artists, I designed characters, props, visual motifs, and more. I created reference sheets for our 3D artists to create models for the game.
3D & 2D Artist
I contributed to the project's 3D assets - modeling in Blender, and texturing in Substance Painter. I was also the primary source of 2D assets, which were all made with Photoshop.
Concept Art

This was the finalized version of the concept, and I included information and references useful for our 3D artists.


I designed the guard to be uncanny, showing physical signs of corruption - in a way that makes him look uncanny.
The idea of the design was to make the guard seem like a monster, the way a child may view a terrifying threat.







This was the finalized version of the concept, and I included information and references useful for our 3D artists.


I designed the guard to be uncanny, showing physical signs of corruption - in a way that makes him look uncanny.
The idea of the design was to make the guard seem like a monster, the way a child may view a terrifying threat.







This was the finalized version of the concept, and I included information and references useful for our 3D artists.


I designed the guard to be uncanny, showing physical signs of corruption - in a way that makes him look uncanny.
The idea of the design was to make the guard seem like a monster, the way a child may view a terrifying threat.







This was the finalized version of the concept, and I included information and references useful for our 3D artists.


I designed the guard to be uncanny, showing physical signs of corruption - in a way that makes him look uncanny.
The idea of the design was to make the guard seem like a monster, the way a child may view a terrifying threat.






3D & 2D ASSETS

Illustrated by me.







Illustrated by me.







Illustrated by me.







Illustrated by me.







Illustrated by me.





