Meow
A surreal journey through the subconscious, where puzzle mechanics are directly tied to accepting inner traumas and negative character traits.
Project Overview
“Meow” is a psychological 3D game where choices affect not only the ending but the gameplay itself, including quest difficulty and the protagonist’s appearance. The player finds themselves in a world built from suppressed feelings. To save the “cubs,” one must collect personality fragments that embody different sides of the “Self.” There are no “right” decisions here: each choice gradually blurs the line between light and darkness.
Narrative Design & Key Responsibilities
- Nimula Race: I developed the centuries-old history, traditions, and hierarchy of this race. The Nimula are mouthless creatures communicating through wave vibrations.
- Gamification of Psychology: I created the “Seven Shards of Sin” system, where the character’s emotional states (Anger, Envy, etc.) become gameplay abilities necessary for full or easier completion.
- Visual Storytelling: I designed “locations of consciousness” where level geometry and color palettes serve as metaphors for specific sins/traumas.
“Will the Light truly help you in the Darkness? Or will it drive you further into it, forcing you to face the truth that has been feared and despised for centuries…”
Level Design Topology: Wasteland of Light
The interactive topology of the key sector “Wasteland of Light” illustrates the progression route through Zone 1 and Zone 2: from the introductory lethal parkour course and companion co-op puzzles to the cinematic ruins rooftop chase and hidden relics of the fallen Nimula civilization.
Level Topology: Wasteland of Light
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Interested in this project's full GDD?
Complete design documentation, dialogue trees, and narrative flowcharts available upon request under NDA.
