Dead of the Sea.
An unreleased VR pirate game that began with my original concept. I led its creative direction from the initial idea through design and production at Enver Studio.
Build a coherent supernatural world that supports combat, exploration and puzzles while respecting VR performance constraints.
Set the visual tone and style guidance; aligned environments, character language and effects; reviewed work with artists and technical collaborators.
The project progressed through several iterations that brought together its combat systems, enemies, puzzles and world. Dead of the Sea has not been publicly released.
Credits: I originated the game concept and directed its development with the Enver Studio team. The work shown is collaborative; individual asset authorship is not implied. The game remains unreleased.

A readable world with a strong tone
The island’s shipwrecks, undead threats and magic needed to feel like one place. The visual identity board set a common reference for the game’s environments, characters and effects.

Atmosphere within VR constraints
We balanced visual storytelling with performance on VR hardware. Direction and reviews helped the team make consistent choices across environments and effects, including emissive magic and ghost materials.

The shoreline as an introduction
The beach used wreckage and supernatural details to establish the game’s tone while introducing combat, exploration and soul collection. The concept board links the intended experience to location references.
