Foggy Drive

Roles:

  • Creative Consultant/ Narrative Writer

  • Concept Artist/ 3D Artist

Game Type: 3D Horror Narrative/Driving, Semi-Autobiographical

Team Type: Paid, Indie

Team size: 2+

Setting: California, 1987, Korean-American background.

In partnership with Indie Omakase and Princess Hermit LLC.

Deliverables:

  • Monster designs reflecting shifting emotional states

  • Character designs for the boy

  • Storyboards for key vignettes

  • Environmental design block out, interior perspectives.

Chris Cross (Silent Hill: Ascension, Space Marines, Medal of Honor) approached me through a mutual contact to help shape a deeply personal game concept: a semi‑autobiographical story about a child processing the loss of his father. The core idea centred on grief personified as a monster stalking the boy through a nightmare world enshrouded in fog.

Evolving the Narrative - Grief as a Companion

  • At the beginning of the project I was asked to analyse the narrative and propose ways to make the emotional arc accessible to a younger audience.

  • My key contribution was reframing the “grief monster” not only as a threat, but as a companion the child eventually learns to coordinate with — a metaphor for how grief becomes a lifelong presence we learn to live alongside. This shifted the game’s focus from control to connection: with others, with ourselves and with our emotions.

  • The visual language which evolved out of the narrative emphasised both vulnerability and resilience, grounding the fantastical horror in real emotional truth and gives an element of hope with makes it more terrifying in its juxtaposition.

Purpose & Impact - The Wider Community Building

Beyond the game itself, this project was designed as a teaching tool for new developers joining Chris’ platform, Indie Omakase — a way to inspire emerging talent and give them real, paid experience in indie game creation.

Contributing to a project that blends emotional storytelling, horror aesthetics, and industry mentorship was a genuine pleasure, and aligned with my own approach: using genre to explore the stresses of modern humanity and leave players with a sense of meaning and hope.

Mood Boarding

Concept Art & Visual Development

3D Blocking & Environment Design

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