Imprint
A game about memory and the longing to belong. Explore liminal spaces, uncovering echoes of forgotten moments and those who came before. Drawn from experiences of cultural isolation and integration, each space abstracts memory with symbolic environments, actions, and shifting agency - nudging players to reflect on collective identity, and the traces we leave behind for others.

Initially my master's thesis at The Royal Danish Academy, Imprint is currently a work in progress.
Roles:  Solo Developer
Mapping the Experience
Storyboards and diagrams helped map the game’s narrative, emotional, and interactive arcs - when tension builds, where reflection softens the pace, and how agency shifts over time. They also helped define visual cues such as color, composition, and environmental storytelling, ensuring such aesthetic choices reinforce the player's emotional journey.
Character Design
Imprint's character design started with 2D exploration of humanoids and simple primitive shapes with flexible proportions. The aim was a stylized, approachable look that players can easily relate to. The designs guided later 3D modeling, rigging, and animation in Blender. In Unity, I built the grainy visual style using Shader Graph, experimenting with custom lighting and procedural noise textures.
Interaction
Imprint's interactive elements revolve its themes and emotional tone. Starting with limited agency, players are immersed in monotony and quiet suspense - before being offered brief yet meaningful choices that open space for sentimental reflection. Interactive elements was considered for their affordances, signifiers, feedback, and emotional impact: how they are discovered, what they suggest, how they respond, and the mark they leave on players.
Perspective With a Purpose
Composition reinforces the narrative: shifting spaces, scales, and camera angles - from distant wide shots to intimate over-the-shoulder views - reflect a cyclical tension between individual and collective identity.

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