Solo Developer
November 2022
Featured in the 2023 Queer Games Bundle
At a low point in my life, I learned to confront my emotions through a creative project
Inspired by pop-folk music and the "cottage core" aesthetic movement, I began writing a story bible for a new universe
Writing the story for the main character helped me uncover parts of my own identity: mainly my love for nature and an aromantic identity
Example Dialogue with Ambriose
Gameplay centered on gardening, reinforced by narrative: Dror is being watered and supported by the people he meets, allowing himself to bloom and come to terms with his identity
Learning a new game engine (GB Studio) and drawing pixel art for the first time were daunting tasks to overcome within a month, but my passion and dedication to explore my identity through a creative project motivated me
Example Dialogue with Ansel
Act One Cover Art
Town Square
Pool Station
Uncertain at the direction the "Pastoral" series would go, a vivid eldritch sci-fi dream sparked my motivation to continue writing the saga
Becoming more familiar with pixel art and the GB Studio game engine, I was able to imagine much more complex environments and dialogue systems
Working on maintaining what makes "Pastoral" the series it is, while also adding unique flair in a direct sequel to make it truly special and a standalone product
Sketched Map of "Nerevia" (1)
Gameplay centered on fishing and the ocean, reinforced by narrative: In many ways, Act Two pushes Dror through the low and high tides of life, forcing him to "go with the flow" and trust himself
Sketching environments early and iterating as needed in order to create a more compelling and interesting region identity
Sketched Map of "Nerevia" (2)
Act Two Cover Art
A Secret Meeting
The Apartment Building
Calming Guidance of Auspey
There was a lot of pressure in creating the closing act of a story that represents the aromantic and queer community. But I realized that experiences are personal, and that the best product that I could make would be the most honest and authentic.
As long as I could siphon my personal identity inside the dialogue and gameplay, then the end would turn out all right.
I had written a phrase down very early on in the design process that stuck with me: “Just as the sun rises and sets, so does the MOON.” I wanted this game to represent acceptance—not only that of your own identity, but of the natural processes of the world around you.
Game mechanics and narrative focused on hunting, related to the themes of the natural cycle of life and death
Resolved conflicts littered across the prior two acts to reach a composed, clear ending, while also leaving enough room for additional stories to tell in the universe
Act Three Cover Art
Cabin
A Mysterious Officer
Project Willow
GB Studio: used to develop the game
Adobe Photoshop: used to create all pixel art assets
Tiled: used to create environment maps
Music composed in engine