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Without Regret

Co-Creative Director / 2D Artist

Status:

Release Date Scheduled

Duration:

5 months

Play Now:

Summary:

A single-player, narrative-driven, third-person, top-down 3D game that features psychological horror, dark themes, puzzles, and multiple endings.

My Contributions:


Creative Direction

As Co-Creative Director, I helped define the game’s core vision and tone, ensuring cohesion across narrative, gameplay, and visual presentation. I guided the team in aligning mechanics and aesthetics with the game’s themes, focusing on emotional tension, player choice, and narrative payoff.

Key Contributions

  • Established tonal pillars for pacing and player experience

  • Ensured narrative, art, and design supported multiple endings and player agency

  • Oversaw consistency across systems, visuals, and storytelling


Level Design & Environmental Considerations

I designed and supported levels that reinforced greater game-wide themes, narrative ambiguity, and emotional pacing. Spaces were built to feel melancholy, disorienting, or deceptively familiar, guiding the player’s emotional state as much as their physical movement.

Key Contributions

  • Designed level layouts that supported smooth pacing, player curiosity, and suspense

  • Used spatial composition to encourage melancholy and uncertainty

  • Supported puzzle and objective integration within levels to maintain narrative and emotional continuity

  • Considered sightlines, player flow, and spatial rhythm to control tension and release

  • Collaborated with narrative and art to embed story context into environments

  • Iterated on layouts based on playtesting, readability, and emotional impact


2D Art & Visual Design

I created 2D assets that reinforced mood, clarity, and feedback while integrating seamlessly into a 3D environment.

Key Contributions

  • Designed 2D emote VFX to communicate emotional states and narrative beats

  • Created tileable floor textures optimized for modular environments

  • Developed UI and menu designs that balanced readability with atmospheric tension

  • Produced design mockups to prototype visual direction and support iteration

  • Generated 2D cutscene art that produced visual clarity, emotional impact, and narrative cohesion.



Narrative Design

I contributed to shaping a psychologically driven narrative centered on choice, consequence, and unreliable perception.

Key Contributions

  • Developed narrative structure supporting branching paths and multiple endings

  • Wrote and refined story beats, environmental storytelling elements, and thematic motifs

  • Ensured narrative aligned with puzzle design and player progression

  • Collaborated closely with designers to integrate story into gameplay systems

  • Designed quests that intertwined narrative discovery with player decision-making

  • Supported puzzle design that emphasized tension and mechanical cohesion

  • Balanced player guidance with ambiguity to encourage interpretation and replayability


Marketing and Promotional Design

I developed a cohesive visual identity for Without Regret across marketing materials, translating the game’s psychological and loss-based themes into striking, recognizable assets.

Key Contributions

  • Designed key art and promotional posters emphasizing tone, symbolism, and narrative intrigue

  • Created physical-style assets including CD disk and box art to establish a complete, branded presentation

  • Developed a range of promotional materials for digital and print use, maintaining visual consistency across formats

  • Balanced readability and visual impact to ensure strong first impressions in storefront and marketing contexts

  • Reinforced the game’s identity through cohesive typography, color language, and composition

  • Edited and released the game's trailer.


Team Leadership & Collaboration

I worked cross-disciplinarily to keep production aligned with creative goals while supporting team communication and morale.

Key Contributions

  • Coordinated between art, narrative, and design disciplines

  • Provided creative feedback and direction during iteration cycles

  • Helped scope features realistically within production constraints

  • Supported a collaborative, feedback-driven team environment

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