Foggy Drive

Roles:

  • Creative Consultant/ Narrative Writer

  • Concept 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.

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 Tim Burton‑esque nightmare world enshrouded in fog.

Evolving the Narrative for Millennial and Gen Z Players

I was brought in at the beginning of the project to analyse the narrative and propose ways to make the emotional arc accessible to a millennial and younger audience without diluting its impact. 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 the emotions we carry forward. The visual language emphasised both vulnerability and resilience, grounding the fantastical horror in real emotional truth

Visual & Narrative Development

To support this new thematic direction, I created:

  • Monster designs reflecting shifting emotional states

  • Character designs for the boy

  • Storyboards exploring memory, fear, and transformation

  • Key art establishing the tone of a therapeutic horror experience.

Purpose & Impact

Beyond the game itself, this project was designed as a teaching tool for new developers joining Chris’ platform — 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.

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