Imprint
A symbolic narrative game about memory, identity, and the longing to belong. Wander through liminal spaces where interaction uncovers echoes of forgotten moments and traces of those who came before. As the journey shifts between isolation and connection, you're invited to reflect on what defines us – and to shape your own meaning.
The player is guided through a series of scenes, with transitions that range from gradual to abrupt. Initially, agency is limited; players must perform monotonous, repetitive actions. As the game progresses, they are offered choices that, while not altering the main sequence of events, add layers of personal interpretation. The experience follows a linear flow, where environmental design, mechanics, composition, and tone all shift to reflect the character’s emotional journey.
Imprint was created for my master's thesis at The Royal Danish Academy. The game currently features two playable scenes, with a planned scope of four and the intention of creating a looping narrative structure.
Concept ∙ Development ∙ Art Direction ∙ Level Design ∙ 3D Modelling ∙ Tech Art ∙ Audio Design







Planning
Storyboards and diagrams were made to plot out the game's visual narrative arch, as well as the expected emotional engagement of players throughout each scene:











Character Design
Characters began as 2D concept art and were later modelled, rigged and animated in Blender. Their noisy transparent surface was created with Unity's shadergraph:




Interaction & Design
Mechanics, composition, and tone correlate with Imprint's emotional narrative arch and themes:
The experience begins with minimal agency, immersing the player in monotony and suspense. It continues on to sentimental reflection, granting them fleeting choices which prompt unique interpretations:
The experience begins with minimal agency, immersing the player in monotony and suspense. It continues on to sentimental reflection, granting them fleeting choices which prompt unique interpretations:



