Lin Feng Visual Designer & Interactive Artist Bio/Contact

Amnesia




Medium

  • Unity / C#
  • VR Interaction Design


  • Description

    Amnesia is a co-created VR puzzle game in which players wake up in an unfamiliar room with no memory of who they are. Guided only by ambient sound and the objects around them, players explore the space, collect clues, and piece together fragments of a hidden identity. Finding a name card and a key unlocks the final drawer, revealing the truth and triggering the game's ending.

    As the Unity developer on the project, responsibilities included scripting the core game logic, implementing dynamic lighting control, and programming object interaction and trigger systems that drive the player's progression through each scene.






















    Moodboard


    The visual direction draws from surrealism and psychological horror, referencing works by Magritte and Dalí to establish a sense of fractured reality and identity. Recurring motifs of eyes, distorted grids, and looping forms reflect the game's core themes of memory loss, cyclical entrapment, and the blurring of self. The color palette centers on deep burgundy, muted rose, and dusty off-white, evoking clinical unease and suppressed memory. Stylistically, the game takes cues from Rusty Lake, favoring a cold, dreamlike atmosphere where the mundane and the uncanny coexist.



    Game Logic


    The first scene takes place in a mysterious room. Players begin by exploring six areas (the Drawer, Bed, Trash Bin, Door, Ceiling, and Floor), each concealing objects and clues. The core mechanic revolves around two variables: Key and Clue.
    To progress, players must locate the hidden Key (SET KEY = 1) and accumulate at least two Clues (CLUE ≥ 2) by piecing together evidence scattered across the room, including a crumpled paper, a name card, a syringe, and other fragments of a hidden story. Once both conditions are met, the door unlocks and the player's identity is revealed.
    The player is then faced with a choice: pick up the phone, which opens Scene 2 where the player confronts and breaks the illusion, or ignore it, triggering a light bulb moment that leads to a coma and Scene 3, a short animation revealing the truth behind the story.