I started with a simple idea of what heat feels like and what relief looks like.
A Hot city, heavy tension, everything slowing down.
Then Frostva Beer Drink steps in.
I focused on pacing the shift: fast, slow, uncomfortable moments to a sharp cold texture, a clean, satisfying release.
I paid attention to the small things condensation, light, sound, and timing. Not just to show the drink, but to make you feel it and to push my storytelling more than anything.
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.
This is genuinely creative! What I love most is how the design manages to stand out while still feeling intentional and well thought out. There’s something about the overall execution that naturally draws your attention and makes you want to take a closer look. It’s always...