Interactive experiences

Wildboy StudiosVideo GameSenior Designer

Three friends.
One ambitious first game.

A narrative-driven adventure of puzzles, rhythm combat, and the mystery at the heart of an ancient world.

ATONE cover artwork

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.

Role
Co-Founder · Senior Designer
Timeline
2017 — 2019
Company
Wildboy Studios
Publisher
Apple · Untold Tales
Domain
Video Games
Platforms
Apple Arcade · PC · Steam · PlayStation 4 · Nintendo Switch
Website
Visit ATONE
Steam
View ATONE on Steam
Steam reviews
Very Positive (94 reviews)

My responsibilities

A 01.

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.

A 02.

2D VFX & Unity Implementation

Created 2D visual effects for gameplay and visual feedback, while implementing character animations and visual assets directly into Unity.

A 03.

Level & Interaction Setup

Helped build and set up levels in Unity, including environmental elements and interactions that supported exploration, puzzles, and progression through the world.

A 04.

Story & Narrative Design

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

ATONE gameplay previewWatch the full trailer on YouTube

Character animation

Bringing Midgard’s
characters to life.

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

From artwork
to a playable world.

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

Clue. Interaction. Solution.

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.

UI

A visual language
beyond the world.

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

Finding your way
through Midgard.

The map needed to support exploration while feeling like part of the adventure.

Narrative & story

A world worth exploring.

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

What people said
about ATONE.

The game went much further than the three of us imagined when we first started.

What I learned

We didn’t know we were
starting a studio.

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.

Next project

Properly ← back to home