







Impasto
Genre: Horror, Adventure, First-person, Single-player RPG
Platform: PC & Mac
Engine: Unity
Team: 40+ team members, 7 departments
Duration: March 2021 - April 2022
Impasto is a first-person horror adventure game inspired by the works and legacy of Francisco Goya, the revered yet tortured Spanish painter. Set within a world irreversibly altered by his fraying sanity, the player must use both stealth and wits to survive.
---Role(s) and responsibilities---
Narrative-Art Liaison
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Storyboarded narrative sequences as they were written to establish rough visuals in the early stages
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Collaborated with the design team on gameplay, puzzle and level design (Church district, Vault Puzzle)
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Took ownership of 3 environmental art pieces - the vault puzzle, stained glass paintings and Saturn’s cave murals.
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Storyboarded environmental narrative and guided artists in their creation (Church: glass paintings, Saturn’s Cave: Murals)
Narrative Designer
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Overarching Storyline
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NPC Dialogues (Judith, Don Claudio)
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Directing the voice actor for Judith
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Item and Quest Description
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Item Ideation for Goya’s house and the Vault
Game Artist (2D/3D)
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Style Studies
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Skybox texture iterations
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2D concepts
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3D modeling, UV unwrapping, Texturing in Maya
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Re-texturing and altering unity assets to match the game's art style
Playtester
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Internal Playtesting and logging issues
---Reflection and Notes---
This was the project that marked my pivot into game narrative from animation. Inspired by the works of Goya, it taught me how to use research to generate ideas in a specific tone and creative theme.
Working with the narrative lead and creative director, I grasped the nuances of writing narrative documentation and game dialogue - concise, clear yet with a flow and style.
With the design lead, I learned the basics of gameplay, puzzle and level design, contributing to the church district, and taking ownership of three environmental art pieces - the vault puzzle, stained glass paintings and Saturn’s cave murals.
Through an iterative collaboration with artists and designers, I was able to contribute to key gameplay moments, which taught me how to present my ideas to different departments and guide a task to completion.