Chosen: the grid keeps items and details visible together.
A neon action adventure seen through a feline heroine.
Players follow her through a rain-soaked city at night, exploring its streets, slipping past enemies, and uncovering what the city hides.
Overview
Feral is a 2.5D action-adventure game about exploration, stealth, and discovery. Players guide a feline heroine through a layered neon city, where she slips past enemies and examines what she finds. Contextual prompts point out objects worth a closer look, and an inventory keeps track of what she carries.
What I did
- Interface design
- Designed eight connected screens, from the main menu and heads-up display (HUD) to the inventory and character options, and built them as working, interactive screens.
- Interaction design
- Compared three inventory layouts and shaped how the HUD leads players from noticing an object to examining it.
- Design system
- Defined the colors, type, and reusable components, with available, selected, and locked states for every item.
- Animation
- Animated the interface’s highlights and transitions, and the movement of the heroine and her enemies.
- Gameplay
- Developed the playable prototype, where movement, stealth, and event feedback work together.
- World & characters
- Designed the city’s layered streets and neon landmarks, and developed the heroine from sketches to a 3D model.
Interface design
Eight interactive screens connect the main menu, gameplay, inventory, and character options.
Interaction design
Inventory paths and responsive HUD states show how the interface responds to player choices.
Inventory layouts
Three layouts compare how players browse items, read details, and move through the inventory.
Layout comparison
Drag the divider to compare the wireframe with the finished inventory screen.
Inventory flow
Select a route to follow an available item or a locked slot.
HUD & discovery
The HUD guides players from noticing an object to examining it.

Design system
Color, typography, and reusable components define the interface’s visual language.
Color palette
Typography
Encrypted Parallax OS storage.
19 px / 1.55 line-height / .03em trackingSpacing1648 × 928 px source screen
Item states

Available
- Label
#DCE3E9- Border
rgba(150,162,175,.17)- Behavior
- Filled slots can be selected.

Selected
- Label
#FF2F7F- Border
rgba(217,21,93,.62)- Feedback
- An edge highlight and glow mark the selection.

Locked
- Label
#58636D- Artwork
- A cross marks an empty slot.
- Behavior
- Locked slots cannot be selected; arrow keys skip them.
Interface motion
Animated highlights and transitions show when the selection or inventory changes.
Selection
Inventory
Gameplay design
Movement, stealth, and event feedback work together as the heroine crosses the city.
Environment design
Layered streets, neon signs, and landmarks give the city a distinct sense of place.




Character design
A feline heroine and distinct enemy types establish the cast through models, movement, and combat behavior.
Main character
The heroine develops from pencil sketches into a finished 3D model.


Enemy design
The enemy’s form, movement, and visual detail are built and tested in the engine.



