Indie Game

Indie Game

Scene-Shifting RPG

Scene-Shifting RPG

Emotional Well-being

Emotional Well-being

Interaction Design

Interaction Design

Homeward: A Journey Back to Tranquility

Homeward: A Journey Back to Tranquility

Homeward is an emotionally immersive scene-shifting RPG designed to provide solace for young adults navigating the complexities of modern urban life. Through a rich narrative and dynamic environment transitions, players embark on a reflective journey that blends nature exploration with emotional discovery, offering a digital retreat from the chaos of city living.

My Role

My Role

My Role

Game Concept, Game Design, Level Design, Narrative Design, UI/UX Design, 3D Modelling, Animation, Motion Design, Producer

Team

Team

Team

DongHui, VFX

Meng, Programmer

Huw, Sound Designer

Arjun, QA Tester

Timeline & Status

Timeline & Status

Timeline & Status

6 Months, 2021

Overview

Overview

In an era of increasing urban migration, many individuals struggle with the emotional strain of fast-paced city life, often neglecting their inner well-being. Homeward is a game that transforms this experience into an interactive journey, allowing players to escape into serene landscapes and reconnect with nature. By shifting between urban and natural settings, the game fosters a sense of nostalgia and tranquility, guiding players toward self-reflection and emotional healing. Inspired by my personal experiences of living abroad, Homeward leverages gaming as a medium for introspection, inviting players to rediscover the peace and wonder of childhood memories within a beautifully crafted digital world.

In an era of increasing urban migration, many individuals struggle with the emotional strain of fast-paced city life, often neglecting their inner well-being. Homeward is a game that transforms this experience into an interactive journey, allowing players to escape into serene landscapes and reconnect with nature. By shifting between urban and natural settings, the game fosters a sense of nostalgia and tranquility, guiding players toward self-reflection and emotional healing. Inspired by my personal experiences of living abroad, Homeward leverages gaming as a medium for introspection, inviting players to rediscover the peace and wonder of childhood memories within a beautifully crafted digital world.

Highlights

Highlights

Homeward blends immersive storytelling with reflective gameplay, allowing players to transition seamlessly from the chaos of the city into the tranquility of nature. Through cinematic scene shifts, players experience the contrast between urban life and peaceful landscapes, reinforcing the game’s theme of emotional escape. A nostalgic childhood scene further deepens the narrative, inviting players to reconnect with their past and explore the emotional journey of finding home.

Homeward blends immersive storytelling with reflective gameplay, allowing players to transition seamlessly from the chaos of the city into the tranquility of nature. Through cinematic scene shifts, players experience the contrast between urban life and peaceful landscapes, reinforcing the game’s theme of emotional escape. A nostalgic childhood scene further deepens the narrative, inviting players to reconnect with their past and explore the emotional journey of finding home.

01.Gameplay Video

01.Gameplay Video

01.Gameplay Video

02.Transition Animation: From Indoors to Outdoors

02.Transition Animation: From Indoors to Outdoors

02.Transition Animation: From Indoors to Outdoors

03.Game Screenshot: London Scene

03.Game Screenshot: London Scene

03.Game Screenshot: London Scene

CONTEXT

CONTEXT

CONTEXT

A Journey Through Memory and Emotion

Homeward is an introspective RPG that guides players through a deeply personal narrative, transitioning between different life stages to explore themes of nostalgia, emotional healing, and self-reflection. The game begins in 2021 London, depicting the solitude of returning home after a long day of work. From there, players are transported to a childhood home in Xinjiang in 2000, where warm, familiar environments evoke a sense of comfort and longing. The final stage shifts into a peaceful natural landscape, symbolizing inner tranquility and the journey toward emotional clarity.

By crafting a sense of déjà vu, Homeward reflects the emotional struggles of young adults facing the pressures of urban life and their yearning to reconnect with their core values. As Chakameh (2019) describes, familiarity in spaces and routines creates a sense of grounding, providing a mental and emotional retreat. Inspired by the immersive storytelling of film, Homeward aims to explore how games can evoke similar emotional resonance, using personal and relatable experiences as a bridge between narrative and player engagement. Through a sociological lens, the project delves into the emotional needs of its audience while also examining the psychological and philosophical foundations behind its worldbuilding, aesthetics, and storytelling.

TARGET PLAYER

TARGET PLAYER

TARGET PLAYER

Emotional Exploration Through Nostalgia

The target audience for Homeward consists of young adults experiencing urban isolation, longing for emotional grounding and a sense of belonging. Many face the pressures of modern city life, feeling detached from their past and natural surroundings. The game serves as an emotional retreat, allowing players to revisit comforting memories and explore their inner worlds through interactive storytelling.

Nostalgic Resonance

Nostalgic Resonance

Nostalgic Resonance

Players are drawn to familiar childhood environments, offering a comforting escape from the stresses of adulthood.

Urban Loneliness

Urban Loneliness

Urban Loneliness

The game addresses feelings of disconnection by providing a space where players can process emotions in solitude.

Psychological Healing

Psychological Healing

Psychological Healing

By immersing in natural landscapes, players engage in self-reflection and emotional restoration.

Narrative Engagement

Narrative Engagement

Narrative Engagement

A deeply personal storyline fosters a meaningful player experience, encouraging introspection and connection.

Game Structure

Game Structure

Understanding the core mechanics and narrative flow is essential for crafting an engaging RPG. The Game Design Document (GDD), flowcharts, and storyboards outline the fundamental structure, detailing gameplay mechanics, player progression, and interactive elements. By visualizing user journeys and core gameplay loops, these components ensure a cohesive and immersive experience that aligns with the emotional themes of Homeward.

01.Game Flow Char

01.Game Flow Char

01.Game Flow Char

The Game Design Document (GDD) for Homeward serves as a blueprint, outlining the core mechanics, narrative structure, and visual direction of the game. It details the player journey, scene transitions, and interactive elements that shape the emotional experience. By establishing a structured framework, the GDD ensures consistency across gameplay, storytelling, and design, providing a clear vision for development while maintaining the game’s thematic depth and immersive quality.

City-based scenes (night/modern)

Chinese town and countryside (nostalgic/ retro/2000year)

Nature scene (meadow/relaxing atmosphere)

City-based scenes (night/modern)

Chinese town and countryside (nostalgic/ retro/2000year)

Nature scene (meadow/relaxing atmosphere)

City-based scenes (night/modern)

Chinese town and countryside (nostalgic/ retro/2000year)

Nature scene (meadow/relaxing atmosphere)

02.Storyboard

02.Storyboard

02.Storyboard

EVVIRONMENT NARRATIVE

EVVIRONMENT NARRATIVE

A Narrative Through Animation

EVVIRONMENT NARRATIVE

A Narrative Through Animation

Bridging Emotion and Environment Through Visual Storytelling

To enhance immersion and narrative depth, Homeward employs a series of animated transitions that seamlessly guide players through different emotional landscapes. Each animation serves as a bridge between the game’s key environments, symbolizing the protagonist’s psychological journey. From the bustling urban setting of London to the nostalgic warmth of childhood memories and the tranquility of nature, these sequences help establish mood, reinforce themes of solitude and belonging, and create a dreamlike sense of movement between realities. By leveraging visual metaphors such as shifting daylight, the presence of the moon, and the transition from confined spaces to open landscapes, the animations not only enhance storytelling but also deepen the player’s emotional connection to the game’s core themes.

Show Detail

Show Detail

Show Detail

01.Transition Animation 1

Time Progression Through Lighting: The gradual shift from daylight to nighttime visually represents the passage of time, reinforcing the monotonous routine of urban life.

Environmental Storytelling: Iconic London landmarks like Big Ben and the London Eye establish the setting and enhance realism.

Show Detail

Show Detail

Show Detail

02.Transition Animation 2

Realistic Sound Design: Rush-hour ambient sounds create an immersive experience, capturing the chaos of city commuting.

Contextual Visual Details: Posters and COVID-related signage set the time period, reinforcing realism and nostalgia.

GAME MAIN SCENES

GAME MAIN SCENES

The environmental design in Homeward plays a crucial role in shaping the player’s emotional journey, transitioning between different spatial and temporal contexts. Each scene is meticulously crafted to reflect a distinct atmosphere, evoking a sense of nostalgia, displacement, and ultimately, serenity. By blending architectural realism with emotional cues, these environments provide an immersive experience that resonates with players’ personal memories and emotional states.

The environmental design in Homeward plays a crucial role in shaping the player’s emotional journey, transitioning between different spatial and temporal contexts. Each scene is meticulously crafted to reflect a distinct atmosphere, evoking a sense of nostalgia, displacement, and ultimately, serenity. By blending architectural realism with emotional cues, these environments provide an immersive experience that resonates with players’ personal memories and emotional states.

01.Game UI

01.Game UI

01.Game UI

Settings Interface

The settings panel uses a dark theme with high contrast for readability. A simple slider adjusts sound, and clearly labeled movement controls improve usability. The clean layout minimizes distractions, ensuring a smooth and intuitive player experience.

Settings Interface

The settings panel uses a dark theme with high contrast for readability. A simple slider adjusts sound, and clearly labeled movement controls improve usability. The clean layout minimizes distractions, ensuring a smooth and intuitive player experience.

Settings Interface

The settings panel uses a dark theme with high contrast for readability. A simple slider adjusts sound, and clearly labeled movement controls improve usability. The clean layout minimizes distractions, ensuring a smooth and intuitive player experience.

Main Menu Interface

The main menu blends seamlessly into the game environment, maintaining immersion without a separate UI layer. The clean typography ensures readability, while the subtle glow effect highlights the selected option. The minimalistic design enhances clarity and keeps the interface visually unobtrusive.

Main Menu Interface

The main menu blends seamlessly into the game environment, maintaining immersion without a separate UI layer. The clean typography ensures readability, while the subtle glow effect highlights the selected option. The minimalistic design enhances clarity and keeps the interface visually unobtrusive.

Main Menu Interface

The main menu blends seamlessly into the game environment, maintaining immersion without a separate UI layer. The clean typography ensures readability, while the subtle glow effect highlights the selected option. The minimalistic design enhances clarity and keeps the interface visually unobtrusive.

Gameplay HUD

The in-game HUD is minimal yet functional, displaying essential information without overwhelming the screen. The progress bar and soft glowing icons maintain visibility, while the vignette effect enhances focus, aligning with the game’s immersive atmosphere.

Gameplay HUD

The in-game HUD is minimal yet functional, displaying essential information without overwhelming the screen. The progress bar and soft glowing icons maintain visibility, while the vignette effect enhances focus, aligning with the game’s immersive atmosphere.

Gameplay HUD

The in-game HUD is minimal yet functional, displaying essential information without overwhelming the screen. The progress bar and soft glowing icons maintain visibility, while the vignette effect enhances focus, aligning with the game’s immersive atmosphere.

London (2021)

London architectural features have a strong churchy atmosphere, giving a sense of solemnity, mystery and seriousness. In terms of architectural style they are Gothic, Baroque and red brick classical buildings. Therefore the use of Tower Bridge and Big Ben on the Thames were used for a more atmospheric and distinctive architecture.

Show Detail

Show Detail

Show Detail

02.London Scene

02.London Scene

02.London Scene

Hometown (2000)

This scene transports players to a childhood memory, set in a warm and familiar neighborhood. The low-rise residential buildings with narrow alleyways evoke a sense of close-knit community living. Interior design elements, inspired by real-life references, reflect the transitional period in Chinese home aesthetics—combination sofas, wooden cabinets, and privacy-focused layouts.

Show Detail

Show Detail

Show Detail

03.Chinese Nostalgic Scene

03.Chinese Nostalgic Scene

03.Chinese Nostalgic Scene

The Forest 

Representing a psychological retreat, this final scene symbolizes a return to inner peace. The forest environment is designed with an emphasis on light, particularly fireflies, to continue the visual theme of illumination from earlier urban scenes. The dynamic interaction with natural elements fosters a meditative and restorative experience, providing a contrast to the structured urban settings.

Show Detail

Show Detail

Show Detail

04.Scenic Environment Scene

04.Scenic Environment Scene

04.Scenic Environment Scene

GAME REVIEW

GAME REVIEW

GAME REVIEW

A Personal Journey Through Different Eyes

Immersive Projection

A Personal Journey Through Different Eyes

“Homeward” is not just a game but an exploration of emotions, nostalgia, and belonging. As a designer focusing on interaction, I see games as the ultimate form of engagement. This project, my final work during my master’s studies, was not shared on major gaming platforms, but instead, I presented it at my exhibition, inviting friends and visitors to experience and interpret it in their own ways. While the game began as a reflection of my own journey, I was curious—how would others, each with their own background and experiences, perceive it? Here are some of the thoughts shared by those who played:

“Homeward” is not just a game but an exploration of emotions, nostalgia, and belonging. As a designer focusing on interaction, I see games as the ultimate form of engagement. This project, my final work during my master’s studies, was not shared on major gaming platforms, but instead, I presented it at my exhibition, inviting friends and visitors to experience and interpret it in their own ways. While the game began as a reflection of my own journey, I was curious—how would others, each with their own background and experiences, perceive it? Here are some of the thoughts shared by those who played:

“Homeward” is not just a game but an exploration of emotions, nostalgia, and belonging. As a designer focusing on interaction, I see games as the ultimate form of engagement. This project, my final work during my master’s studies, was not shared on major gaming platforms, but instead, I presented it at my exhibition, inviting friends and visitors to experience and interpret it in their own ways. While the game began as a reflection of my own journey, I was curious—how would others, each with their own background and experiences, perceive it? Here are some of the thoughts shared by those who played:

01.Game Screenshot

01.Game Screenshot

01.Game Screenshot

  • “Walking through the city at night in ‘Homeward’ felt eerily familiar. The dim streetlights, the empty roads, the quiet isolation—it mirrored my own experience of moving here for work. The transition to a childhood home reminded me of the contrast between past warmth and present solitude. It made me reflect on what home truly means when you’ve lived in many places, constantly moving yet never fully arriving.”

    @ Sytse,Netherlands

    Work in London

    “The moment the scene shifted from London to the childhood home, I felt something deep inside me stir. The cluttered desk, the small room, the warm lighting—it all reminded me of home. Studying abroad has made me question my connection to my past, and this game captured that feeling perfectly. ‘Homeward’ isn’t just about a place; it’s about the emotions tied to it, the memories we carry even when we’re far away.”

    @ Linfeng,Beijing

    Study in London

    “For me, the most powerful moment was the forest scene. In the city, everything feels rushed, noisy, and overwhelming. But in that digital forest, time slowed down. The fireflies, the rustling leaves, the soft glow of moonlight—it was a moment of peace that I didn’t realize I needed. This scene made me reflect on how much I miss being surrounded by nature, a place where my thoughts can finally rest.”ean, beautiful template and so easy to customise. Would highly recommend.

    @ Yibing,Sichuan

    Study in London

    “The atmosphere of ‘Homeward’ stood out to me the most. The muted colors, the quiet streets, the subtle sounds—it all perfectly captured the isolation of city life. But what struck me was the transition into warmth and memory. It wasn’t just about loneliness; it was about rediscovering something lost. This game made me think about my own past and what I still hold onto from home.”

    @ Filip,Macedonia

    Work in London

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    B2B system for business management.

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  • Bonus Game

    Engaging mini-game for user retention.

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  • AR Uyghur Patterns

    AR project reviving Uyghur art.

  • Homeward – RPG

    An RPG exploring emotions.

  • SaaS B2B Platform

    B2B system for business management.

  • Blok – Digital Space

    Interactive digital art experience

  • Bonus Game

    Engaging mini-game for user retention.

  • CRO Website

    Enhanced UX for higher conversions.

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Rochelle © 2025

Rochelle © 2025