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FEELING BLUE

GAME DESIGN • LEVEL DESIGN • SYSTEM DESIGN

A game about dealing with traumas through memories
and matchmaking with various therapists who offer unique advice. Each level was designed around traversal through memories at different scales.

FINDING HELP

The player chooses between several therapists, each with their own stats and advice to give and style of conversation. The goal of Feeling Blue is more than the journey, its also to match with the right guide.

FINDING HELP

The player chooses between several therapists, each with their own stats and advice to give and style of conversation. The goal of Feeling Blue is more than the journey, its also to match with the right guide.

EMOTIONAL
AESTHETIC

As the Level Designer I decided to marry the setting with the story, scaling down the player character and traversing giant sized versions of their childhood. Bookshelves became platforming, and bad thoughts became enemies.

WORKING THROUGH IT

The game consists of four areas – the Lobby, Childhood, the Hospital, and the Center. The player grows in scale and in confidence throughout the game, finishing with a boss fight in their true self.

WORKING THROUGH IT

The game consists of four areas – the Lobby, Childhood, the Hospital, and the Center. The player grows in scale and in confidence throughout the game, finishing with a boss fight in their true self.
WORK
FEELING BLUE
WULTHORN ACADEMY
MISTBORN
ABOUT