← Selected work
04 / Independent product · Game development · 3D

Finding Mosey.

From first idea to a playable world.

Finding Mosey brought design, programming, art, narrative, and sound together in one product. I independently developed an open-world adventure in Unreal Engine, taking responsibility for both the experience and the work needed to bring it to players.

Watch the trailers
Audience
Adventure game players
Contribution
End-to-end independent development
Tools
Unreal Engine & Blender
Status
Commercial release on Steam
Original game screenshot · Finding Mosey on Steam
01 / Discovery & framing

How do you make an open world inviting while helping players understand what they can do next?

I brought Blueprint programming, 3D art, narrative, audio, crowdfunding, and Steam integration together, using playtesting and feedback to inform iteration. The onboarding concept below explores how guidance could support discovery without overwhelming the world.

The design tension

An independent project connects every design decision to implementation effort. Guidance, world design, and interaction feedback need to work together without requiring a large content pipeline.

02 / Customer journey

See the whole journey.

Explore the key tasks, potential friction, and opportunities across the journey.

Action & touchpoint

Enter the world and meet the central goal.

Potential friction

Too much explanation can delay play.

Design opportunity

Introduce the goal through a small, meaningful action.

Read the complete journey
  1. Arrive — Understand the premise

    Enter the world and meet the central goal. Too much explanation can delay play. Introduce the goal through a small, meaningful action.

  2. Learn — Try the controls

    Move, inspect, and interact with the environment. Instructions compete with attention to the world. Reveal guidance where the action becomes relevant.

  3. Explore — Choose a direction

    Follow a clue or investigate a place. Freedom can feel like uncertainty. Offer an optional objective reminder.

  4. Progress — Recognize what changed

    Complete a step and continue the search. A completed action can lack useful feedback. Connect feedback to the next available opportunity.

03 / Concepts & iterationConcept study

Make the tradeoff visible.

Direction A

Persistent instructions

Always available, but can compete with the world and reduce discovery.

Direction B

Contextual prompts

Quieter and more focused, but must be recoverable when missed.

The exploration uses contextual guidance with a persistent way to recall the objective. The tradeoff to investigate is whether reduced screen clutter leaves returning players sufficiently oriented.

Compare the design directions
A / Initial concept
Finding Mosey
An initial structure

First steps

  1. 01Read movement controls
  2. 02Read interaction controls
  3. 03Read objective
  4. 04Start exploring
Continue →
B / Refined concept
Finding Mosey
A clearer next step

Learn through play

A focused view, with the wider journey one step away.

  1. →Move toward the clueSuggested next actionNext
  2. 02Interact when nearby
  3. 03Recall the objective anytime
View the complete journey ↗
01

Assumption

A front-loaded instruction panel may ask players to remember controls before they can use them.

02

Proposed change

Introduce a prompt at the relevant action and provide a way to recall the current objective.

03

Validation plan

Observe first actions, missed interactions, and recovery after a break. Compare onboarding approaches without treating faster completion as the only measure of a good experience.

04 / Onboarding storyboardDesign study

Discover, act, and keep moving.

A static onboarding study connects the first clue with contextual guidance and a recoverable objective.

  1. 01 / Player journey

    Enter the world

    A clear environmental cue introduces the next useful action without a wall of instructions.

  2. 02 / Player journey

    Approach the clue

    An interaction prompt appears when the player is close enough to act.

  3. 03 / Player journey

    Recognize progress

    The inspected clue points toward another place, while the wider world remains open.

  4. 04 / Player journey

    Recover orientation

    An objective reminder lets a returning player recover the purpose of the next step.

05 / Testing & confidenceProposed test plan

Guidance without over-directing

Proposed playtest with first-time and returning-player tasks.

Hypothesis

Contextual prompts with an objective reminder support orientation while preserving a sense of discovery.

Tasks to observe

  1. Find and inspect the first meaningful clue.
  2. Recall the objective after exploring elsewhere.
  3. Resume play after a short interruption.

What would count as evidence?

Primary measure
Ability to complete the first meaningful interaction and explain the current goal.

Guardrails
Repeated confusion, missed prompts, perceived freedom, and ability to resume after a break.

Decision rule

Keep the quieter approach only if players remain oriented and can recover when guidance is missed. Use observed behavior alongside interviews, rather than optimizing time alone.

06 / Result & reflection

What the work made possible.

Finding Mosey progressed from an independent concept to a crowdfunded, grant-supported commercial release. It demonstrates ownership across design and implementation; the original project artwork is shown below.

Original inventory interface · Finding Mosey on Steam
What I would document more deliberately

For a future project, I would establish a small repeatable playtest loop before expanding the world. Clearer records of each observation, change, and follow-up would make design confidence easier to assess throughout development.

07 / Trailers

See the world in motion.

Two gameplay trailers from Finding Mosey.

01 / Gameplay trailer

Finding Mosey — Official Gameplay Trailer

Watch on YouTube
02 / 2023 showcase

Finding Mosey — Official Gameplay Trailer | 2023 Showcase

Watch on YouTube