The Weight was the capstone project of my Game Design program—a cinematic journey where environmental storytelling and visual cues replace all dialogue. As Lead Artist, I defined the artistic vision, translating complex gameplay mechanics into an evocative, "tribal-ethereal" aesthetic.
Character Design: Evolution & Vulnerability
Visual Identity: A "tribal peasant" aesthetic using natural textures and distressed fabrics to ground the protagonist in the world.
The Markings: Intricate bioluminescent tattoos that react dynamically to the artifact.
Hair as a Beacon: The white hair functions as a narrative HUD; it glows brilliantly when the player is "cleansed" or near hidden objects, serving as a functional light source in dark environments.
Diegetic HUD: Immersive Storytelling
To maintain a cinematic experience, we eliminated traditional UI elements:
Corruption System: Health is visualized through corruption physically spreading across the character's skin and clothing.
Screen Effects: In critical states, ink-like stains bleed onto the screen edges, creating a sense of claustrophobia and urgency.
The Artifact: "The Box"
Gameplay revolves around shifting the artifact's properties. I developed a high-contrast color language for these states:
Light Mode (Blue): Inspired by the sky; signals weightlessness and agility.
Heavy Mode (Green): Inspired by the earth; signals density and power for environmental puzzles.
Materiality: I utilized iridescent, non-metallic textures to emphasize the artifact’s supernatural origin.
Enemy Design: Sacred Horror
The "Corrupted Priests" embody the theme of a desecrated temple. I integrated architectural elements directly into their anatomy, blending the "holy" with the grotesque.
Technical Focus: Character Design, Visual Storytelling, Diegetic UI, Texture Design.
Tools: Procreate, Photoshop, Unreal Engine 5.