Independent Creative Exploration// DARK MATTER GRID / CASE STUDY 02

GAME BRAND / UI / WORLD BUILDING

FIREFLY PRINCE

A small, determined adventurer follows light through the story and uses it to find the way home.READ THE STORY ↓
Frog Prince in the glowing Hollowfen forest
DISCIPLINEGAME BRAND / UI / WORLD BUILDING
ROLEBRAND STRATEGY + ART DIRECTION
PROJECT TYPEORIGINAL GAME WORLD
PATHSTRATEGY → SYSTEM → EXPERIENCE

THE STRATEGIC HOOK

A small light carries a large responsibility.

The frog prince needed to feel tender without making the game seem effortless. I used light as the connection between the character’s purpose and the proposed play. The world changes across four regions, so the character and that central rule have to remain easy to recognize.

THE CHOICE

“Make light the emotional promise and the central game logic: something the player follows, protects, spends, and ultimately brings home.”

WORKING THROUGH IT

Keep the warmth through the challenge.

01

LIGHT AS LANGUAGE

Fireflies guide attention into hidden grottos. Their glow is the resource the prince needs to restore.

02

SOFT WORLD / SHARP CONTROLS

Rounded characters cross dangerous terrain. Precise timing keeps the play demanding within the warm setting.

03

A MAP OF MOODS

Twilight Thicket, Fey Wilds, Mossroot Threshold, and Deep Abyss each carry a distinct emotional temperature.

04

A HERO AT ANY SCALE

The prince holds his staff inside a halo of fireflies, forming a silhouette that reads in key art and UI, including tiny game states.

PROPOSED FIRST EDITION

Bring one light home first.

The four regions establish a larger game world. I would first complete one short Hollowfen level. It should ask the player to spend light and still find a way home. The character’s promise needs to be felt in play.

THE FIRST OFFER
One proposed playable level with the prince and a single enemy encounter. A clear beginning and ending make the light rule testable. The rest of the character cast remains part of the wider world design.
HOW YOU TAKE PART
The key art introduces the prince. A simple prompt teaches movement, then an encounter asks the player to choose when to use light. Reaching home resolves the short session.
WHAT I WOULD DELIVER
The level’s UI and character states, with one key-art layout and a short gameplay trailer. Build a paper or digital version of the light decision before adding regions.
BEFORE IT GROWS
Can a new player understand the resource and recover from a mistake? Observe where they stop. The trailer should show actual prototype play once available, rather than implying that illustration is gameplay.

Where it could go next

The full cast, publishing designs and nighttime walk remain below. They are later formats with their own pace. The first level decides which parts of the story deserve expansion.

THE IDENTITY

A tiny hero. A very big swamp.

The mark has to feel at home in a fairy tale and stay readable at game scale. Soft shapes help with the first job. The prince’s silhouette does the second.

PRIMARY IDENTITYFIREFLY PRINCE logo
BRAND THESIS

A tiny hero. A very big swamp.

TYPE 01BRING THE LIGHT HOME
GEISTDISPLAY / STORY HEADLINES
TYPE 02HOLLOWFEN // 04
GEIST MONOUI / REGION DATA
HOLLOWFEN#081B11WORLD
MOSS#0E3B24TERRAIN
FIREFLY#D9F054GUIDANCE
LANTERN#FFF4C8HOPE

THE VISUAL LANGUAGE

A WORLD THAT GLOWS BACK.

Rounded characters keep the storybook warmth. Their posture and the placement of light warn the player where danger might be.

APPLICATION

FOLLOW THE LIGHT INTO PLAY.

The prince and the four regions give the proposed game a recognizable starting point. Firefly behavior carries into the key art and trailer ideas, with the same characters available for publishing and merchandise.

EXPERIENCE

THE SITE IS THE FIRST LEVEL.

Glowing particles lead the eye through the launch. Regions establish progression before the prototype lets visitors enter and play.

01

REGION PROGRESSION

Four biomes move from warm and wistful to dark and daring.

02

MECHANICS IN CONTEXT

Precision jumping and glow magic are explained through the story they serve.

03

PLAYABLE PROTOTYPE

Let visitors try the prototype after meeting the prince and seeing the regions.

LIVE EXPERIENCEENTER THE FINISHED WORLD ↗

THE WIDER DESIGN STUDY

The following designs explore later editions. Their rollout depends on the first encounter working and each partner agreeing its part.

ORIGINAL ENTERTAINMENT IPGAME / PUBLISHING / ANIMATION / PUBLIC EXPERIENCE
THE WORLD BEYOND THE GAME

Every format
protects the light.

The later formats follow the same small light. An illustrated book lets a reader guide it across the page. Animation and a nighttime walk give that action other settings to try.

01

INTERACTIVE STORYBOOK

In the companion edition, readers tilt and tap each spread to guide fireflies. Light reveals hidden paths while preserving the story's own structure.

02

ANIMATED SHORTS

Small character stories introduce the Hollowfen through emotion and behavior, giving the world an audience before asking for a full play session.

03

MUSEUM PLAY LAB

A family installation connects bioluminescence to nocturnal habitats and game design. Projection and shadow respond to light, letting visitors explore those connections.

04

COLLECTIBLE FIELD GUIDE

Region maps, creature notes, glow mechanics, and story fragments turn the game system into a physical object players can keep exploring.

Families carry responsive lanterns through the projection-mapped Hollowfen garden toward a shared constellation finale
FLAGSHIP ACTIVATIONTHE HOLLOWFEN AFTER DARK
NIGHTTIME PROJECTION EXPERIENCE

Bring the light
home together.

The proposed nighttime route uses trees and water as the Hollowfen setting. Visitors carry lanterns that reveal fireflies and characters along the path. Their lights gather at the final clearing to restore the prince’s constellation.

RESPONSIVE LANTERNSLIVE SCORESTORY TRAILPLAYABLE FINALE
WHY IT CAN WORK

One emotional mechanic can travel across formats.

Light gives the game a rule other formats can use. A book can follow its trail, while a nighttime walk can ask visitors to protect it. Each extension still needs to work as an experience in its own right.

GAME + DEMOPUBLISHINGANIMATED SHORTSLICENSED LIVE EXPERIENCE

WHERE THE CONCEPT STANDS

A clear center for the story.

The identity gives Firefly Prince a recognizable character and a consistent light mechanic. The publishing and nighttime experience concepts explore where that story could go. A prototype would be the next place to test how the warmth and precision work together.

VIEW THE PROJECT ↗