Home/Projects/FrostBound

Project 01 - 2025–26

FrostBound

A bureaucracy-sim set in a frozen frontier clinic.

FrostBound is a single-player bureaucracy-sim inspired by Papers, Please, and No, I'm Not a Human. The game is set in a post-apocalyptic, nuclear winter world where the player assists a Doctor at a remote clinic, for a remote village. As the Doctor's Apprentice, the player is responsible for diagnosing and treating patients, and making judgement calls under shifting rules. The tension comes from incomplete information and the cost of getting the diagnosis wrong.

I worked across the whole production: owning the core loop and systems design, producing the team's schedule and scope, and delivering the technical art in the form of shaders, VFX, the menu/journal system, and the UX/UI that ties the experience together.

RoleLead Design,
Producer,
& Tech Art
EngineUnity 6
TeamStudent team

/ Overview

Key Features

FrostBound is a single-player bureaucracy-sim where the player runs intake at a remote, snowed-in clinic — reading documents, diagnosing patients, and making judgement calls under shifting rules. The tension comes from incomplete information and the cost of getting it wrong.

I worked across the whole production: owning the core loop and systems design, producing the team's schedule and scope, and delivering the technical art — shaders, VFX, the title screen, and the UI that ties the experience together.

FrostBound — design 1
FrostBound — design 2
FrostBound — design 3

Design · Production

Game & Systems Design

Primary Game Designer and Producer — worked with artists and programmers to build a bureaucracy-sim inspired by Papers, Please and No, I'm Not a Human.

Unity 6Game DesignSystems Design
FrostBound — VFX 2
FrostBound — VFX 3

Tech Art · VFX

Technical Art & VFX

Primary visual effects and technical artist — snowfall, fog, fire, and an x-ray-style sci-fi medical scanner effect.

Unity 6VFX GraphShader Graph
FrostBound — UI 1
FrostBound — UI 2

UI · Systems

UX / UI

Designed and programmed a custom dialogue system with YarnSpinner, plus a diagnosis tool that helps the player identify an NPC's illness.

C#User InterfaceSystems Design

/ Deep Dives

Systems & highlights

The systems design at the game's core, and two technical problems documented end to end. The constraint, the architecture, the implementation, and the end result.

/ My skillsets

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