Solo Developer
April - November 2022
Featured in the 2023 Queer Games Bundle
Act One
Inspiration:
• At a low point in my life, I learned to confront my emotions through a creative project.
• Inspired by pop-folk music, the "cottage core" aesthetic movement, I began writing a story bible for a new universe.
• Writing the story for the main character, Dror, helped me uncover parts of my own identity: mainly my love for nature and my aromantic identity.
Example dialogue with Ambriose
How it was Made:
• 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 1 Cover Art

Town Square

Introduction Sequence

Pool Station
"Son, when night falls and the wickerthorn reign, the only person you'll have is yourself. Oh, and nature. I am forever indebted to nature for circling me in its wind."
Act Two
Transitioning to Act 2:
• 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)
How it was Made:
• 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 as early and iterating as needed in order to create a more compelling and interesting region identity.

Sketched Map of Nerevia (2)

Act 2 Cover Art

First meeting with Martin

Apartment Building

The calming guidance of Auspey
"I can feel your resilience. It pounds through your heart like claps of lightning trying to pierce water."
Act Three
Challenges with Closing the Narrative:
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 passion for my identity inside the dialogue and gameplay, then the end would turn out all right.

How it was Made:
• 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 just enough to leave the player wanting more.


Act 3 Cover Art

Cabin

Dror speaks to a strange MOON Officer

Project Willow
"From the start, Dror, you have allowed the wind to pick you up, caress you in its arms, and take you on a journey."
Tools
Adobe Photoshop: used to make all game assets, including sprites and backgrounds
Tiled: used to combine sprites made in Photoshop to create environments
GB Studio: used to make the game
Music composed in engine