Rewilding

Rewilding

Rewilding

Rewilding

a meditative ecology game about regrowing a forest as a means of reckoning with climate change and its effects.

a meditative ecology game about regrowing a forest as a means of reckoning with climate change and its effects.

a meditative ecology game about regrowing a forest as a means of reckoning with climate change and its effects.

a meditative ecology game about regrowing a forest as a means of reckoning with climate change and its effects.

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.info

Rewilding is a meditative ecology game about growing a forest between long stretches of cryogenic hibernation. The story follows Syd and their mandated AI companion Geva as Syd struggles to unpack what brought them so far away from society. Through the centuries, Syd and Geva work to interface with a recovering ecosystem and foster a new normal. As the world moves on without them, Syd will have to decide what to do when their assignment ends.

Gameplay focuses on an ecological simulation where plants are your main tools. Players choose plants based on their unique contributions to the overall ecosystem and work towards building a self-sustaining community of flora. As the years pass by, players will wander through a forest they helped design--a living, breathing entity all its own.

UX and Interaction design by me. Game is WIP developed by Heavy Meadow.

Alongside being an NYU Gamecenter Incubator awardee in 2020, Rewilding has also been written about in Wired Magazine.

type

Game

skill

UI/UX

tools

Unity, Adobe Illustrator, Figma

Rewilding is a meditative ecology game about growing a forest between long stretches of cryogenic hibernation. The story follows Syd and their mandated AI companion Geva as Syd struggles to unpack what brought them so far away from society. Through the centuries, Syd and Geva work to interface with a recovering ecosystem and foster a new normal. As the world moves on without them, Syd will have to decide what to do when their assignment ends.

Gameplay focuses on an ecological simulation where plants are your main tools. Players choose plants based on their unique contributions to the overall ecosystem and work towards building a self-sustaining community of flora. As the years pass by, players will wander through a forest they helped design--a living, breathing entity all its own.

UX and Interaction design by me. Game is WIP developed by Heavy Meadow.

Alongside being an NYU Gamecenter Incubator awardee in 2020, Rewilding has also been written about in Wired Magazine.

type

Game

skill

UI/UX

tools

Unity, Adobe Illustrator, Figma

Rewilding is a meditative ecology game about growing a forest between long stretches of cryogenic hibernation. The story follows Syd and their mandated AI companion Geva as Syd struggles to unpack what brought them so far away from society. Through the centuries, Syd and Geva work to interface with a recovering ecosystem and foster a new normal. As the world moves on without them, Syd will have to decide what to do when their assignment ends.

Gameplay focuses on an ecological simulation where plants are your main tools. Players choose plants based on their unique contributions to the overall ecosystem and work towards building a self-sustaining community of flora. As the years pass by, players will wander through a forest they helped design--a living, breathing entity all its own.

UX and Interaction design by me. Game is WIP developed by Heavy Meadow.

Alongside being an NYU Gamecenter Incubator awardee in 2020, Rewilding has also been written about in Wired Magazine.

type

Game

skill

UI/UX

tools

Unity, Adobe Illustrator, Figma

Rewilding is a meditative ecology game about growing a forest between long stretches of cryogenic hibernation. The story follows Syd and their mandated AI companion Geva as Syd struggles to unpack what brought them so far away from society. Through the centuries, Syd and Geva work to interface with a recovering ecosystem and foster a new normal. As the world moves on without them, Syd will have to decide what to do when their assignment ends.

Gameplay focuses on an ecological simulation where plants are your main tools. Players choose plants based on their unique contributions to the overall ecosystem and work towards building a self-sustaining community of flora. As the years pass by, players will wander through a forest they helped design--a living, breathing entity all its own.

UX and Interaction design by me. Game is WIP developed by Heavy Meadow.

Alongside being an NYU Gamecenter Incubator awardee in 2020, Rewilding has also been written about in Wired Magazine.

type

Game

skill

UI/UX

tools

Unity, Adobe Illustrator, Figma

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.process

designing and thinking about how the game systems are presented to the player.

the reticle is very important to rewilding, so ive spent a lot of time trying to get it right. my high level goal was to design something that dynamically gives the player the information they need to decide the majority of moment to moment actions without taking their eyes away from the center of the screen. at a glance, it can visually show the player what objects are interactable with what tools & how many times they can use a given tool with their current amount of biomass (# of pieces in the aperture). for the plant tool, this tells you specifically how many of any given plant you are able to sow given your current resources. 

After feeling good about the reticle, i started to design other parts of the interface around it: tool selection, tool-mode selection, etc. I slowly became drawn to this idea that the main reticle can be a focal point for the surrounding ui, and began to use it not only for gameplay related interactions but also for interacting with the HUD itself. When you’re scrubbing through your available plants, the outer reticle ring morphs into an acute arc to follow the selection and the pieces inside update as the selection is changing to give the player a quick idea of how big or small a commitment any given plant is, before they even select it, helping inform their decision without the need for numbers or fractions.

if you can’t tell, i’ve found immense joy in iterating on this system over the years and honing into an interface that not only looks appealing visually but more importantly functionally serves the needs of the player in an elegant way.


.say hello

im excited to figure out what's next for me! drop me an email and let's chat.

.say hello

im excited to figure out what's next for me! drop me an email and let's chat.

.say hello

im excited to figure out what's next for me! drop me an email and let's chat.

.say hello

im excited to figure out what's next for me! drop me an email and let's chat.