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Insequity is a third-person horror platformer with Metroidvania elements, inspired by the rich, stylized visuals of Arcane. Set in a decaying GMO research facility in the 1970s, you play as a brilliant but unhinged scientist who’s been accidentally shrunken to insect size. Now, you must navigate the vast and dangerous zones of the lab in a desperate search for a solution to reverse the shrinkage.
Utilise the Incubator to splice insect genes into your own DNA, hybridising and expanding your range of abilities to help you survive and complete your mission. But you're not alone. Stalking the ruins is a mutated anthropod hybrid experiment—one born of your own reckless ambition.
Reverse the shrinkage. Survive the chase. Reclaim your research.
Roles:
- Lead Designer (UI / UX / Levels / Systems / Narrative)
- Marketing / Graphic Designer
- 2D animator
What I learnt doing this project:
- Initially I created a board game prototype of our ideas. This was useful for a number of reasons. For one it gave the team a clear vision of what we wanted in the prototype by the end of pre-production. It also helped us to trial some mechanics early on including; the monsters camouflage ability and introduced different verbs into the players traversial of the massive environment.
- Being the only designer on the team I had to wear many hats. This really allowed me to cohesivley draw the different elements of the game together.
- We realised at the end that the game was overscoped. Whilst I'm proud of how much we managed to create I'd like to be more grounded with the scope in future projects to make sure there's time to polish everything.



Gene Splicing UI Wireframing


After the paper prototype I did some wireframing to iterate on different layouts / looks for the gene splicing interface.
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Game design documents
The document on the left was a breakdown of how the monster's ability worked so the programmers had a clear idea of exactly how the monster should work.
Below the document was an overview of the whole game so the team could refer to it when producing assets / features for the game so we were all working cohesivley towards the same goal.
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Level Design
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After pre-production we realised the open level design wasn't working through playtesting feedback so I created a a plan for a new level design
Win Objective Level Design
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