Invariant

● Role: Lead Designer, Developer, Artist, Animator

Invariant is my most recent, but canceled project, inspired by the Half-Life series. It was developed by a small team of three:

  • I handled the core design, development, and art.
  • One team member managed version control and technical coordination.
  • Another provided voiceovers and sound.

Project Scope & Timeline

The prototype was completed over three months, with a focus on building a polished vertical slice that captured the spirit and pacing of Half-Life.

Creative Leadership

I was responsible for everything except version control and voice acting. This included:

  • Level and environment design
  • Character modeling and animation
  • Game mechanics and scripting
  • Visual style and asset creation

Art Direction & Production Challenges

Initially aiming for a realistic Half-Life 2-style look, I pivoted to a more stylized approach with outlined textures to:

  • Streamline production
  • Maintain a unique, cohesive aesthetic
  • Ensure the project remained feasible given time and resources

Design Philosophy

Levels were structured using classic Half-Life pacing:

  • Tight corridors and elevator sequences served as natural loading breaks to sustain immersion and momentum.
  • The prototype uses segmented scenes to focus development on core gameplay and atmosphere, with plans for seamless transitions in the full game.

Outcome & Impact

  • Over 12,000 wishlists on Steam from a single trailer
  • Coverage by 40+ international gaming media outlets
  • The playable demo was sent to publishers, some expressed interest, but under conditions that would have required compromises I chose not to accept