Role: Art Director
"We should talk." is a narrative-driven game about the way we communicate and the choices we make in our relationships. As the Art Director, my goal was to create a cozy yet moody atmosphere that felt intimate and grounded, allowing the player to focus entirely on the weight of their words.​​​​​​​
I was responsible for defining the game's core visual pillars and ensuring aesthetic consistency across all departments. I chose a stylized, low-poly approach to keep the focus on silhouettes and lighting, creating a bar environment that feels both welcoming and slightly melancholic.​​​​​​​
'We should talk.' was initially developed in the Spring of 2018 as a part the Studio 2 course at the NYU Game Center. Later, “We should talk.” was further developed in Summer of 2019 as a part of NYU Incubator.
Development
I modeled and textured the majority of the 3D assets in the scene. From the bottles behind the bar to the furniture the characters interact with, every prop was designed to build a lived-in, believable world.
   Focus: Maintaining a unified texture language and efficient asset ingestion into the Unity pipeline.
   Tools used: Maya, Blender, Substance Painter, Unity.
In a game where words are the primary mechanic, the interface is everything. I designed the UI to be clean and non-intrusive, focusing on readability and narrative flow. To support the game’s launch, I developed a suite of visual marketing materials. This included social media banners, promotional graphics, and branding assets and identity for the game across digital platforms.​​​​​​​
   The Goal: To make the text selection process feel like a natural extension of the character's thoughts.
   Deliverables: Custom icons, dialogue boxes, and typeface selection.

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