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Without Regret

Co-Creative Director / 2D Artist

Studio:

Sleepy Ghost Studios

Genre:​

Dark Urban Fantasy

Engine:

Unity Engine 6

Status:

Release Date Scheduled

Duration:

5 months

Play Now:

Click Here

 
Summary:

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

Poster2.png

My Contributions

Overview

Developed the full context and scale of the project's narrative, contributed to the level design & polish of the graveyard section, and assisted with various art assets.​​​​​

Contributions:

  • Creative Direction

  • Narrative Design

  • Game "Bible"

  • Quest Design

  • Level Design

Without Regret, Trailer 2026

Narrative Design

I contributed to the formation of 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

 

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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.

 

 

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 assets and modified CD disk and box art by another artist to establish a complete, branded presentation

  • 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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