Invisible

Will you have the courage to face all the setbacks in your life?

Invisible is a fully developed, third-person narrative game where players explore self-discovery through an invisible character, who navigates through environmental feedback, and needs to acknowledge memories to regain visibility. This was the first time I worked as a team leader and game designer collaborating with 4 programmers, I proposed the original concept that actually comes from real-life experience, not only of myself, but also of others.
Videogame Design
Narrative Interaction
Exploration&Puzzle
Third-person
Year
Time
Team
Role
2025
5 Months
5 People
Leader, Designer and Artist

STORY

The Setbacks in X's Life

X is a dedicated employee and loves drawing.

However, in his personal life, he is constantly ignored by his closest friend due to some reasons. At work, his boss always overlooks his efforts. And in pursuing his passion, everyone disparages his paintings. No one ever really praises him.

After experiencing this series of setbacks, one day, X wakes up in bed and finds himself completely invisible.

Vision Statement

Invisible aims to tell a story about expectations, emotions, and relationships. Life often diverges from our plans, and in those moments, we may lose a sense of self. This game offers players the chance to reflect on life, reconnect with their surroundings, and rediscover inner peace.

GAMEPLAY

The Main Game Flow

The main gameplay is to collect “memories”. There are good and bad memories, bad memories will increase the player's stress level—the “Willpower”—and good memories will decrease it.

However, in order to pass the level, the player must face all the bad memories, but in order to avoid too much pressure, the player needs to consider and use strategies to collect different memories. When the pressure is too high, the player will fail.

MECHANICS

The Core Game Features

Camera and player control

Unlike traditional third-person games, our protagonist is invisible. From a 3D perspective, players move using WASD; however, the camera does not track the player in real time. Instead, it switches by area and only supports rotational control.

Environmental feedback

Players need to rely on world cues—footprints, water ripples, swaying grass, collisions with objects, and different material sounds—to locate and navigate the invisible character.

Quick event mini-games

There are different mini-games to complete specific tasks. Players will need to solve them to overcome some obstacles or gain a certain reward to proceed the game.

MAP

Map and Level Design

The game is organized into multiple levels, each representing a challenge from the main character X’s life. To progress, players must confront and navigate through X's memories to overcome personal struggles.

We aim for the game's difficulty to increase as players progress through the levels, introducing new mechanics and fresh challenges in each stage. In the final level, we will shift the gameplay mode to provide players with a visual and psychological release, serving as a reward for completing the game.

Tutorial

In an apartment where players learn the gameplay and the story is introduced.

Level 1

Explore in a park where X used to spend time with his best friend who he has lost

Level 2

The office where X used to face a lot of pressure from his work and from his boss

Level 3

Becomes visible, pursues his passion, painting freely and without constraints

Example of Level 1 design

Level 1 map design, right after the tutorial level, aims to offer a relatively easy experience, while giving players more time to get used to the game flow and operation.

Divided into 4 areas, the movement control becomes more difficult with the reduction of footprint visibility and more obstacles.

SCREENSHOTS

Featured Game Content

MILESTONES

Game Development Progress

Invisible went from concept to launch in just under five months. We kicked off in October 2024, rolled into Alpha Test in December, moved to Beta Test the following January, and steadily refined the core gameplay and content until the Official Release in February 2025.

Video Trailer

kaiyuan7liu@gmail.com

© KAIYUAN LIU PORTFOLIO 2025

ITALY

12:24:06

© KAIYUAN LIU PORTFOLIO 2025

ITALY

12:24:06