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Remortal: A Spiritual Journey

Narrative Game Project / Art Direction / Worldbuilding

Remortal: A Spiritual Journey

A narrative-driven game project about mortality, trauma, immortality, and the emotional meaning of life and death.

Year

2022–2024

Context

Indie production

Role

Visual lead, worldbuilding, environment design, creature design, level visualization, gameplay concept development, storyboard, and cutscene planning.

Tools

Game design, visual development, environment design, creature design, Unity, storyboard, cutscene planning.

Overview

Remortal: A Spiritual Journey is a narrative-driven game project that evolved from an augmented reality runner into a symbolic journey about mortality, trauma, and the desire for immortality.

The project is structured through distinct chapters, each connecting environment, mechanic, and story progression to the protagonist’s changing emotional state.

The game reflects on the value of life and reframes death not only as an ending, but as something that completes life.

Remortal game world overview
The project connects environment, mechanic, and emotional progression.
Remortal character or creature design
Visual development focused on symbolic worlds, creatures, and narrative atmosphere.

From AR Runner to Narrative Structure

The project began as an AR runner focused mainly on movement and visual atmosphere. During development, this format felt too limited to carry the emotional weight of the idea.

The project gradually shifted toward a chapter-based narrative structure, where each environment introduced a different mechanic and a different relationship to life, death, and immortality.

This change made the experience less about continuous motion and more about symbolic progression.

Early AR runner prototype
The project began as an AR runner before becoming a more narrative-driven game.
Remortal worldbuilding image
The world structure became more important as the project shifted toward symbolic progression.

Mechanics and Meaning

Each chapter was designed with its own visual world and gameplay logic. The mechanics were used to reflect the emotional and symbolic meaning of the scene.

Some chapters explore conflict and the desire for peace. Others use speed, pressure, and repetition to suggest the emptiness of modern life.

Slower chapters confront mortality more directly through atmosphere and pacing, while later moments make the pursuit of immortality more explicit and obsessive.

Remortal chapter mechanic example
Each chapter uses a different mechanic to express a different emotional state.
Remortal environment design example
Environment design was used as part of the storytelling system, not only as background.

A Published Release

Remortal: A Spiritual Journey was published on the App Store in collaboration with Crescent Moon Games and received an Editor’s Note feature.

The project gave me hands-on experience working as a visual lead in an indie production, shaping the game’s worldbuilding, environments, creatures, level visualization, and narrative direction from early prototype to published release.