


WHAT MAKES YOU HUMAN?
After surviving within a post-nuclear wasteland your whole life, your body has started to give up on you: Terminal Leukemia. But don't worry, we're here to help! In exchange for your willing participation in ongoing DNA replication research, VOID is willing to offer you whatever your dying heart may desire: treatment, money, security, purpose? Before your unfortunate passing. Don't let your life have been for nothing.
Welcome to a new world set decades after an American Civil War, where most citizens spend their lives working to death in underground cities, scavenging for food in dangerously radioactive old war zones, or trying to distract themselves from their lack of fulfillment. The opposing companies VOID (the elite entertainment company), and VISION (the immortality cult), both need desperate people to fulfil their morally complicated goals. YOU could fit this role.Â
This page is dedicated to the showcasing of my current WIP horror game project, as well as to gain attention for the project. To learn more, please consider checking out my character introductions below or donating to support my project on KOFI :)

The Player was ultimately designed to reflect his dangerous environment. He will be the gateway between the emotions of the person playing the game and the characters within it via the decisions they make. He will have a total of 8 different playstyles for people to explore of varying moral alignment.

Concept deigns of the player:
Ultimately expanded upon number 3 to emphasize the nuclear environment.
001: "Player"
002: "Tatsuya"

Tatsuya Okada has become somewhat of a poster boy for my game and my brand. Being the cult leader, he is incredibly connected to the overarching story. I hope that by covering him in logos for his band/the cult it comes off as "this guy is important."Â
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Tatsuya's character is the combination of my personal experiences working in the music industry, the experiences of my friends who have continued to work within the industry after I started studying game design, and a LOT of research on modern musicians/stan culture.Â

The VISION logo designs have a couple variations. I created a custom one for Tatsuya's Jacket and used my text logo within his patches. Â



Business Card Design:
I took inspiration from my favorite horror movies to rip Tatsuya apart. I wanted to really highlight the triangular star like shapes within the muscle. as they connect with his overall design.
Tatsuya Back Sprite
Concept deigns of the Jacket
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Concept deigns of the VISION logo
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003: "Echo"

Echo is designed to be an emotionally charged character that regularly makes situations harder than they need to be. Having characters like this adds challenge within groups, but it also opens up opportunity to explore themes and have characters grow. Echo is heavily inspired by Lucie from the 2008 film Martyrs.

Martyrs Poster recreation with Echo and Tatsuya
004: "Sticks"

Sticks is the glue that keeps the band VISION from falling apart. While designing a fictional band with a lot of tension, it was important to have a character to try and keep the peace so that it still feels like a realistic group of people interacting with each other within my game. He's a supporting character, and he's open to promoting the cult. Putting in in VISION merchandise was a fun way to add layers to my band as well. I've since made his tee shirt as an actual product.
(However, I am still working out the kinks before being able to upload that here!)


Tee Design:
I wanted to include fire, an eye, a star, and the VISION logo within my design.
005: "Onyx"
This subject is currently being analyzed... check back soon.
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006: "Harlow"

Harlow, in essence, will be a main game mechanic once she is introduced to the player. While designing her I wanted to keep her feeling "princess-y" as representation of her class and status. She has access to fancier materials as well, so I added a variety of accessories such as lace and bows on top of intricate rose patterns. Unlike the rest of the characters in my game, Harlow's outfit will change based on player input to reflect the morality of the player's actions. I plan on giving her at least 3 outfits with the one in this sheet as her "baseline" outfit.

Original dress concept:
Originally Harlow had more red in her dress than white. I felt that the red made her feel too "Bloody" for the initial innocence I was trying to bring out in her character.Â


















