Game UX · Art Direction · User Research

Forget Me Not

A cosy narrative game where a familiar village slowly stops feeling alive.

My roleArt Direction · UI/UX · Game Design · Research · Production
Team4-person multidisciplinary team
ToolsUnity · Aseprite · Miro · CapCut
ProjectMA Indie Game Development · 2026
Windows · playable prototype
Forget Me Not menu UI
01 · Game overview

Three days. One village. Something is wrong.

Forget Me Not is a 2D top-down narrative exploration game set in a quiet Japanese-inspired village. Playing as Moriko, you meet villagers, complete small quests and collect flowers for your grandmother’s grave. What begins as a cosy routine repeats across three days as familiar conversations, spaces and colours gradually shift — revealing that Moriko is no longer experiencing the village in quite the way she thinks.

02 · My contribution

More than making the art.

I joined the project primarily as Art Director and UI/UX Designer, but my role quickly expanded across game design, production, user research, playtesting and presentation.

Visual direction

Established the art direction, palette, asset specifications and much of the environment and UI foundation.

Experience design

Worked on controls, interaction logic, world planning, journal and dialogue UI, and how narrative changes were communicated visually.

Research & production

Planned playtests, documented feedback, coordinated work and helped translate critique into concrete design and pitch changes.

03 · Art direction

Colour became part of the narrative.

The village begins warm, colourful and inviting. As Moriko becomes increasingly separated from the living world, the same environment gradually loses warmth and shifts toward purple.

0 percent purple shift25 percent purple shift50 percent purple shift75 percent purple shift100 percent purple shift

A controlled colour study used to test how the same scene could move from cosy to uncanny without changing its composition.

04 · Building the world

A modular village designed for implementation.

I created reusable terrain, architecture, foliage and world-population assets around the game's tile system, working closely with our programmer as the environment was assembled in Unity.

Forget Me Not tilesets
Environment assets
Flora assets
Village concept compositions
05 · Narrative-led design

Characters, quests and spaces were designed together.

Rather than treating the village as decoration, I reviewed the narrative and quest requirements to identify the environments, props and visual cues each character needed.

Character and location concepts
06 · Final prototype

See the experience in motion.

The final build brings together exploration, NPC quests, flower collection, UI and the progressively changing village.

07 · UX & playtesting

Testing the experience, then acting on it.

I independently planned, executed and evaluated the project’s playtests, combining observation with direct player feedback and translating the findings into concrete design changes for the team.

Finding
Readability needed improvement.
Feedback showed that the existing type was difficult to read during play. I reviewed and updated the game’s fonts to improve legibility across dialogue and UI.
Finding
Players forgot the journal.
The journal was important to progression but easy to overlook, so we strengthened onboarding and made its purpose clearer.
Finding
Playtesting surfaced implementation bugs.
I documented technical issues discovered during testing and handed them off to our developer with clear reproduction context for implementation fixes.
Interaction planning

Defining the control language.

I mapped the intended movement, interaction and journal controls early in development so the team had a shared reference for how players would navigate the experience.

Forget Me Not control definitions created in Miro
08 · Industry feedback → final pitch

Reframing how we communicated the game.

After an industry panel challenged the clarity of our first pitch, I helped restructure the presentation around the player journey and core gameplay loop instead of leading with lore.

My production contribution

I was responsible for all video editing and post-production of the final pitch, including cutting and editing the recorded voice-over. Atticus and I recorded the voice-over together. With the exception of the illustrated team portraits, I also created or researched the visual material used throughout the video.

The pitch itself remains a collaborative team deliverable.

Final team pitch · video editing & post-production by Sophia
Explore the project

See the final team outcome.