Character Animation
Created frame-by-frame character animations in Photoshop, developing movement and behaviours that helped bring personality and expression to the game’s characters.
Interactive experiences
A narrative-driven adventure of puzzles, rhythm combat, and the mystery at the heart of an ancient world.

The project
ATONE: Heart of the Elder Tree is a hand-drawn 2D video game and narrative puzzle adventure inspired by Norse mythology, following a young warrior’s search for the truth behind her father’s death.
My responsibilities
Created frame-by-frame character animations in Photoshop, developing movement and behaviours that helped bring personality and expression to the game’s characters.
Created 2D visual effects for gameplay and visual feedback, while implementing character animations and visual assets directly into Unity.
Helped build and set up levels in Unity, including environmental elements and interactions that supported exploration, puzzles, and progression through the world.
Contributed to the game’s story and narrative development, helping shape characters, dialogue, world-building, and how narrative moments were delivered through the player experience.
Gameplay preview
Character animation
I created frame-by-frame animations in Photoshop, giving the cast movement and personality. The original character artwork was created by my co-founder.
Small characters still need big personalities.
Level design & implementation
The environments were collaborative, with much of the artwork created by my co-founder. I helped bring them into Unity: setting up levels, placing assets, creating interactions and implementing animation.
The environment wasn’t just something to look at. It needed to be explored.
Puzzle design
I helped design puzzles that encouraged players to connect environmental clues with actions and feedback. A hint gives them a starting point; interaction turns that understanding into a solution.
Final puzzles
UI
ATONE’s interface carries the game’s geometric visual style into combat, puzzles, dialogue and exploration. I worked on UI interaction and animation, using motion and feedback to make player actions feel clear and responsive.
Map design
The map needed to support exploration while feeling like part of the adventure.
Narrative & story
Alongside the team, I helped shape characters, dialogue and narrative moments delivered through play. Estra’s journey needed to be something the player participated in, not simply watched.
The player wasn’t simply watching Estra’s story. They were participating in it.
Reception
The game went much further than the three of us imagined when we first started.
What I learned
None of us had made a game before. We learned by building: working in Unity, setting up levels, testing ideas, solving constraints and pitching a vision. ATONE taught me far more than animation or UI.
We started because we wanted to make a game. We finished knowing we wanted to make more.



























