a motion design to illustrate the struggles of the average creative nigerian that is tempted to g...a motion design to illustrate the struggles of the average creative nigerian that is tempted to g...
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Halloween, 2003.
A little girl falls into the quarry above Stonewell.
Her father finds her too late.
At least, that's the story he tells.
Twenty-three years later, he's coming home.
Tonight the town burns its secrets.
And something in a long grey coat is walking the street, reciting his own words back to him.
Its face is a mirror.
🎃 THE HALFWAY
A first-person horror game built in Rive.
Fog, film grain and a flashlight, like the survival horror we grew up on.
A forest where someone keeps calling her name.
A diner that kept its light on.
An old police scanner tape with a two-minute gap.
2:41. She's still talking.
2:43. He's going back down.
Nobody knows what happened in between.
Except him.
In Stonewell, you write down the one thing you can't say out loud, and you burn it at midnight.
So what would you write on yours?
He only came halfway. ✨
🛠️ Built in Rive with the CLI, GPU Canvas, Scripting, Data Binding and State Machines.
Is sketching part of your creative workflow or we've forgotten what it feels to be human?
Depending on the projec's scope, I normally like to explore my ideas on paper before I come up with the best solution.
And no, they're not perfect.
They are rough and messy, my goal is so...