
[ ] (Void)
[ ] (Void) is a black-and-white 3D exploration game set in a surreal, textless world.
You are Mee — a small creature born into a land with no instructions, no memories, and no clear path forward. The world bends and shifts with your touch, revealing secrets hidden not in words, but in movement, sound, and quiet moments.
[ ] (Void) is a looping world where wandering is the destination — and understanding arrives not through words, but through the senses. Creatures in this world are each uniquely attuned, responding differently to your presence with interactions in accordance with senses. Only by discovering the right echoes, those rhythms and resonances, can you truly sync and move forward.
DOWNLOAD & PLAY (Demo)
Watch In-Game Playthrough ->
Tools
Unity, Adobe Creative Suite
Time
March 2025 – Present
Role
Level Designer
Team Size
25-Person Dev Team
The game is a year-long thesis project, continuously developed by a 20+ person team in Unity. It explores how interaction, rather than text, can intrinsically motivate players to engage with the world. Through nonverbal feedback and responsive design, [ ] (void) invites players to explore like a curious child – learning not by instruction, but by sensation, rhythm, and consequence in a world that does not seek to be conquered, but understood.


Key Contributions
Designed and polished the game level to immerse players while intuitively guiding exploration, aligning with the game’s philosophy of intrinsic motivation through nonverbal interaction. I focused on creating a world where players feel free to wander, placing decorations and creatures in ways that encourage curiosity, experimentation, and meaningful engagement without relying on explicit direction.


Led level playtesting and iteration, identifying issues related to camera framing, spatial flow, and difficulty. Based on feedback and observation, I refined the layout and pacing to ensure a smoother, more joyful exploration experience. A one that supports the game’s goal of fostering spontaneous discovery and emotional resonance through interaction.


Helped designed spaces following the rhythms of each creature, refining behaviors and placements so interactions feel intuitive and alive.

