Genre
Psychological Horror Puzzle
Development time
4 months
Platform
PC
Engine
Unity
Roles
Production Manager
3D Artist
Concept Artist
Worldbuilder
Contributions
Management
Milestoneplan, sprints, task tracking, overviews, meetings
3D Creature
The watcher model, geometry node system, animation
Environment Concepts
Visual development, layouts, mood paintings, production asset guides
Ruins 3D
modular ruins, modeling, scene composition
Lighting
Lighting design, post-processing, atmosphere, visual guidance
Highlights
MANAGEMENT
Ideation Structure
A structured 3-phase ideation process kept the team aligned from the first brainstorm to a production-ready vision.

Milestone Plan
Long-term goals were divided into achievable milestones, creating transparency, realistic planning, and a shared understanding of project progress.

Team
Establishing shared guidelines for communication, decision-making, and conflict resolution created a collaborative environment where everyone could contribute with confidence.

CONCEPT ART
To highlight colors, mood, highlights and the level of surrealism
THE WATCHER
created and animated using Blenders geometry nodes, bringing dynamic life to the game’s main creature
ENVIRONMENT GUIDE
1. Research: What emotions do people usually connect to the specific rooms of a home?
2. Adapt: What emotions does our character connect to those rooms?
3. Translate: How can those emotions be represented in the rooms in terms of layout, assets and surrealism?
4. Guide: Create blockouts of the rooms and concepts for the assets





