You're a paranormal investigator who recently arrived in Scotland to find an egg belonging to the famous Loch Ness monster. Once you settle into a small town by the loch and meet its residents, you realize that they're not regular people— they're legendary Scottish cryptids!
This experimental dating simulator is a proof-of-concept made by a team of four due to our love for cryptids and interest in Scottish culture!
My Role
Designing the Experience

The color palette! The palette consists of a variety of colors to highlight the mystery of the area and Scotland's weather. Since it's often rainy and bleak in Scotland, the colors reflect the muted colors that appear by the lochs (also known as "lakes") while making them visually appealing to potential players.
Mapping! This was often in flow charts to follow the different paths that most of the choices lead to. The charts made it easier for me and the engineer to know how many branches to implement into the game.
Design systems! I worked with the artist to flesh out the characters, making sure our assets were organized and separating reusable assets from single-use assets and making sure they fit the vision the whole team had for the game and the story we’re trying to tell. It not only makes it quicker for the designers and engineers to implement certain assets, but it also keeps the game’s vision cohesive. Nothing feels out of place in the game, which made it a fun experience for all of our players!
IMAGES
Examples of a mockup in Figma appearing in the POC.

A planning document with our goals listed out with due dates. This was broken down into tasks in Trello.

A screenshot of the team's Trello Board.

A snapshot of the Google Docs prototype using the hyperlinks to bring players to a specific choice. 

An example of the game's flow chart in Unity.

VIDEO
INTERACTIVE PROTOTYPE
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