I created the characters & concept art, in-game art, UI and did world building for this experimental mobile puzzle game demo. It was developed for people with acquired brain injury to help them cope with hypersensitivity. In the game you learn how to switch between different senses, to focus and connect stimuli. I worked on this project with developers Adriaan de Jongh and Aran Koning.

Final mockup of the game.

One of my ideas was to create biodomes of moss, a desert, cave, swamp and rain forest with their own fruits, flora and fauna. For the prototype we only worked with a moss area.

UI, icons and world assets.

Evolution of the main character.

The inhabitants of the biodomes include snails, worms, jellyfish, tadpoles, umbrella octopuses, hermit crabs, pufferfish and nudibranchs. They long for the simple and most basic things in life.

Final in-game creatures.

First concepts of the layout, it started out as a tile-based puzzle game where the player would navigate walking over specific tiles.

I loved the idea of environmental shapes integrated in and overlapping the tiles, especially with the cave concepts.

First concepts of the main character. They are a traveler with a snail house backpack, who observes, helps and transports the inhabitants of the strange lands they travel through.

Final main character. I made the character shorter, because the tall version was covering up important gameplay elements.

Concept designs for mushroom platforms.

First mockup of the mushroom landscape and perspective.

Old mockups of the mushroom landscape in mobile format. We decided to go for a top down view without a horizon so there is more playing field.

At one point the main character was a flying axolotl tadpole worm!

Other mockups where I explored how to implement the creatures and speech bubbles and all of the UI elements.

First sketches of the characters and environment.