*7 Sins* was conceived as a narrative-driven survival horror game exploring the embodiment of the seven deadly sins. Although never finished, it represents a major creative milestone. This post-mortem outlines the vision and the work done across design, storytelling, and team collaboration.
I designed a structure where each chapter focused on a single sin, experienced through a traumatic memory. The world was stylized, symbolic, and heavy with meaning. Key narrative goals included:
At the heart of the experience was the **light/darkness mechanic**, used both as a gameplay constraint and a metaphor:
While leading the project, I took charge of both the creative and structural design:
This was not just about *making a game*, but about creating a system where theme and interactivity served each other.
While the game remains unfinished, I gained critical experience in:
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