Project 01 - 2025–26
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.
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/ Overview
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.
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.
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.
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.
/ Deep Dives
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.
Game & Systems Design
How one shared resource and a single delivery NPC turn diagnosis, heat, and survival into one interlocking machine — a merciless world built on fair systems.
Scanner Overlay VFX
A multi-layered screen effect with scan lines, a CRT grid, edge glow, interference, and static, driven by a decoupled C# state machine through MaterialPropertyBlock, so designers tune it in the Inspector with zero code.
PSX Pixelation RenderTexture
A non-destructive PSX-era pixelation pass built on Unity's RenderTexture system — configurable from 320×180 to 960×540, point-filtered upscale, plus a raycast fix so UI stays interactive under the modified viewport.
/ My skillsets