Imprint
 
Roles:  Solo Developer
A game about the longing to belong - inspired by experiences of cultural isolation and integration. Explore liminal spaces, where memories are abstracted through symbolic environments and interactions. Uncover echoes of forgotten moments and those who came before - and reflect on the traces we leave behind for others.
Initially my master's thesis at The Royal Danish Academy, Imprint is a work in progress.
Mapping the Experience
Visual diagrams and storyboards chart the game’s narrative structure and intended emotional/interactive arc - when tension builds, where the pace softens, and how agency shifts over time. Visual cues such as color, framing, and composition reinforce these story beats, guiding the player's emotional journey.
Character Design
Imprint's stylized characters are built from simple primitive shapes with flexible proportions. Early concept explorations in 2D have guided later 3D modelling in Blender, and a grainy surface look using Unity's shader graph with custom lighting and procedural noise textures.

Meaningful Mechanics
Players are first offered limited agency and monotonous suspense, before being introduced to meaningful choices that create space for reflection. Mechanics and their spatial placement were chosen in consideration of affordances, signifiers, and feedback, as well as their emotional resonance with the game's themes of isolation and integration.
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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