ALL WORKCONTACT ↗
Independent Creative Exploration// DARK MATTER GRID / CASE STUDY 02

GAME BRAND / UI / WORLD BUILDING

FIREFLY PRINCE

A courageously cute adventure where light is at once the story, the navigation system, and the promise of 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
01

THE STRATEGIC HOOK

Make light the reason to play and the promise of home.

A cozy fantasy platformer had to signal genuine challenge without sacrificing warmth. The experience needed to make a tiny frog prince feel iconic, turn four very different regions into one navigable world, and explain why collecting light matters before a player ever touches the controls.

02 / THE ORGANIZING IDEA

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

03

THE DESIGN LOGIC

How the system works.

01

LIGHT AS LANGUAGE

Firefly glows guide attention, reveal hidden grottos, and embody the resource the prince is trying to restore.

02

SOFT WORLD / SHARP CONTROLS

The brand holds comfort and precision together: rounded characters, dangerous terrain, and platforming that rewards timing.

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, his staff, and the halo of fireflies create a silhouette that works in key art, UI, and tiny game states.

04

THE IDENTITY

The idea becomes visible.

The identity needed to feel handmade enough for a fairy tale and legible enough for a precision game. Every brand decision carries both tenderness and consequence.

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
05

THE VISUAL LANGUAGE

A WORLD THAT GLOWS BACK.

The illustration system pairs storybook softness with readable silhouettes. Every character feels friendly at first glance, while light, posture, and environment quietly reveal the danger underneath.

06

APPLICATION

THE STORY BECOMES A PLAYABLE PROMISE.

The mark, character cast, region language, and firefly behavior create a launch system ready for a prototype, community storytelling, key art, trailers, and merchandise.

07

EXPERIENCE

THE SITE IS THE FIRST LEVEL.

The launch experience teaches the premise through movement: glowing particles lead the eye, the regions establish progression, and the prototype shifts the audience from observing the world to entering it.

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

The final invitation converts narrative interest into direct interaction.

LIVE EXPERIENCEENTER THE FINISHED WORLD
ORIGINAL ENTERTAINMENT IPGAME / PUBLISHING / ANIMATION / PUBLIC EXPERIENCE
08 / THE WORLD BEYOND THE GAME

Every format
protects the light.

Firefly Prince grows through the same emotional rule that drives play. The audience follows a small light through a dark place, learns why it matters, and chooses to carry it forward. Publishing, animation, education, and live experience are different doors into that one promise.

01

INTERACTIVE STORYBOOK

A companion edition lets readers tilt, tap, and guide fireflies through each spread. Light reveals hidden paths without turning the story into a simplified version of the game.

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 learning installation connects bioluminescence, nocturnal ecosystems, and game design through projection, shadow, and responsive light.

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
09 / FLAGSHIP ACTIVATIONTHE HOLLOWFEN AFTER DARK
NIGHTTIME PROJECTION EXPERIENCE

Bring the light
home together.

A garden-scale evening experience turns paths, trees, water, and architecture into the Hollowfen. Visitors carry responsive lanterns that wake fireflies, reveal characters, and combine 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.

The light system gives the property a recognizable behavior that works in game play, publishing, animation, merchandise, education, and live experience. New formats add access points without requiring the world to invent a new premise each time.

GAME + DEMOPUBLISHINGANIMATED SHORTSLICENSED LIVE EXPERIENCE
11

THE RESULT

A system with gravity.

Firefly Prince now arrives as one coherent promise: soft, strange, demanding, and full of heart. The brand explains the game without flattening its mystery and gives the world room to grow across play, story, and community.

VIEW THE PROJECT