A world of color
Concept Design & More
The Tale of Oath
Platform: PC
Tools: Unity, Adobe Suite, Perforce, Blender, Maya, Figma
Role: Producer, UI/UX, 2d artist, 3d artist, narrative designer
Context:
The Tale of Oath is a third-person action-adventure level design
project inspired from the Rifts Universe, bringing players into the mystical
landscapes of England.
Art & Narrative
From the art and narrative side, I took on the roles of art director and lead artist, contributing across multiple areas: from early concept development to UI/UX design, narrative writing, and the creation of key 3D hero assets. This experience taught me how visual and narrative elements must evolve in harmony with gameplay and design. As the core artist and narrative designer on a small production team, I learned to stay adaptable and open to feedback. I revise my work based on the team’s evolving needs. Frequent iteration was essential throughout our 14-week development process, and I gained a deeper appreciation for how storytelling and visual design shape the player's experience.
Narrative Design
Narrative Design
Starting with narrative development, I began by researching the existing IP we were required to reference for our project. After identifying its core themes and elements, I crafted an original story that aligned with both our level design and the tone of the source material. This experience allowed me to practice designing a new narrative within the constraints of an established universe. This was an invaluable challenge as both an artist and storyteller.
Through this process, I gained a deeper understanding of how essential narrative is to visual design. Strong art direction doesn’t just create visual appeal. it reinforces and reflects the story behind the world. Rather than relying solely on dialogue or exposition, I focused on integrating narrative elements directly into the visual environment. As both a narrative designer and artist, I strived to show the story through environmental cues, design choices, and character moments, creating a richer, more immersive experience for the player.

Early research on the original IP: Rifts England


Narrative Documents
Game Design
Throughout this project, I had the opportunity to collaborate on design ideas and gameplay mechanics alongside our team during the 14-week production cycle. I contributed to aligning design decisions with the game’s narrative and visual direction, while also offering feedback during playtesting and QA sessions. In the early phases, regular design meetings allowed us to establish a cohesive game flow shaped by everyone's input. This experience deepened my understanding of game design and taught me the overall workflow and responsibilities of a designer within a collaborative team environment.


Game Beat Map

Initial Beat concept

Final Beat Map
Level Quest Design

Side Level Quest Design
Production
As the producer of our team, I was responsible for coordinating day-to-day development and ensuring clear communication across all disciplines. I organized and facilitated regular standup meetings, led sprint planning, and maintained task tracking to keep the team aligned and on schedule. I created and maintained our developer blog, documenting weekly progress and reflecting on our process and team growth.
Beyond internal management, I led our promotional efforts, organizing events such as Playtest Week, coordinating our participation in Playtest Day, and representing the team during the GCS Showcase Event at Carnegie Mellon’s main campus. I also handled the release pipeline, including pushing our final game build to Itch.io and preparing materials for public release.
Currently, I am reaching out to publishers and exploring the possibility of launching the game on Steam, as well as preparing submissions for student game competitions and festivals. This role gave me hands-on experience managing both the creative and logistical sides of game production, from development to release and promotion.

Communication Tool_ Discord

Meeting Tool_ In person & Zoom


GCS Event