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A game in development

Unproven

A spirit-filled fantasy world, shaped by exploration, crafting, building and the relationships formed along the way.

Unproven working key art: a young traveler, mushroom-like guide, woodland spirit and crystal-covered Earth Spirit beside a lake
Working key art · Not gameplay. Individual character illustrations below are concept artwork.
A young traveler in patched clothing with glowing eyes, carrying an axe

The player’s journey

Find your place in The Wend.

Unproven’s direction brings a young traveler into a world where spirit life and fantasy mysteries share the same landscape. Exploration is meant to lead to discovery, new capabilities and a growing sense of belonging.

The intended experience combines gathering, crafting and building with character progression and action. These ideas guide Unproven’s development as its systems come together into a playable adventure.

A small green Spirit Guide with a broad mushroom cap and bright eyes

Spirit companions

A world with company.

The Spirit Guide and the Earth and Wood Spirits shown here give the world its character. The intended role of spirits reaches beyond combat into exploration and interaction with the environment.

These illustrations introduce the visual direction. Final character names, narrative details and abilities can evolve as the game takes shape.

A small cat-like Wood Spirit with foliage, glowing eyes and a curling tail

Exploration, crafting & building

Discover. Make. Settle in.

The world is intended to reward curiosity and practical choices: learning what a place offers, turning resources into useful things, and building somewhere that feels like your own.

Crafting, settlement life and progression are connected design goals. A complete player-facing loop, representative gameplay media and a public release schedule are not established by this draft.

Art & development

Inside the making of Unproven.

A look at the work behind the world: hand-drawn concepts, AI-assisted artwork, character modelling and system experiments. Each image is labelled by its role. These are development materials from individual parts of the project as the larger adventure takes shape.

The sketchbook

Characters begin with shapes, silhouettes and expressions. These hand-drawn studies leave room to explore before settling on a direction.

Three pen sketches exploring a young character, wide-brimmed mage hat and layered clothing.
Hand-drawn concept

Finding the traveler

Character and clothing studies on a sketchbook page.

A page of numbered spirit sketches with mushroom, leaf, stone and crystal silhouettes.
Hand-drawn concept

A page of possibilities

Small silhouette studies explore several directions for the spirits.

Pen studies of rounded spirits, including a mushroom-capped guide and larger curled forms.
Hand-drawn concept

Shape and expression

A second sketchbook sheet explores shape, faces and character.

Three pen drawings of small pointed-eared creatures carrying simple blades.
Hand-drawn concept

Creature studies

Creature concepts, shown as an artwork detail.

Exploring the visual direction

AI-assisted concept images help explore characters and atmosphere. They sit alongside the drawing and modelling work as visual development material.

A small green mushroom-capped spirit with glowing eyes in a sunlit meadow.
AI-assisted concept

The Spirit Guide

An AI-assisted exploration of the guide’s shape, colour and mood.

Three concept views of a squat stone-like spirit with bright crystal growths.
AI-assisted concept

Crystal and character

An AI-assisted Metal Spirit study; concept artwork rather than a production model.

Four golden feathered fantasy birds among flowers beside a river.
AI-assisted concept

Life in the meadow

An AI-assisted Chuckoo scene exploring creature design in its surroundings.

Characters take shape

Blender models, rig controls and Unity scene captures show different parts of making a character ready for a game.

A low-poly green Spirit Guide model with a broad mushroom cap and glowing eyes.
Blender development capture

A guide in three dimensions

The Spirit Guide model shown in Blender.

The green Spirit Guide raising one arm beside a grey test mannequin in a simple Unity scene.
Unity development capture

A gesture in the scene

A captured pose of the guide in Unity, with a test mannequin.

A low-poly traveler model beside the same character overlaid with coloured rig controls.
Blender development capture

Building the traveler’s rig

Character and rig views from animation work in Blender. This still shows the setup rather than a playable sequence.

Building the world

Developer maps make terrain and river systems visible. Tree and grass captures show the work of filling that world and shaping its interactions.

A circular developer map with dark central terrain, green outer regions and pale ridge lines.
Unity developer map

Reading the terrain

An early procedural mountain, ridge and valley map.

A circular greyscale terrain map with branching cyan rivers flowing toward a central lake.
Unity developer map

Tracing the rivers

A river-system debugging view. It presents development data rather than the final world map.

A textured low-poly tree trunk with an angled cut and a pale exposed wood surface.
Blender development capture

Modelling the cut

A tree-trunk cut study in Blender.

A tree trunk overlaid with a valid chop band, four sectors, a hit point and a fall-direction guide.
Unity development capture

Making an interaction visible

Tree-chopping development with visible interaction guides.

A grey test mannequin stands among leafy generated trees with blue sky visible through their branches.
Unity development capture

Growing the woodland

An elm-generation development scene, with a test mannequin for scale.

A grey test mannequin in a dense green field of grass with trees along the edge.
Unity development capture

Ground cover takes shape

A grass-generation development scene.

Continue to the software foundations ↓

A broad Earth Spirit with moss, stone and crystal growths

Implemented foundations

The work beneath the world.

The accepted Inventory Core baseline covers identity, ownership, revisions and publication, storage, resource requirements, reservations, and equipment. It keeps the C# domain separate from Unity presentation.

Broader subsystem work includes deterministic world queries, terrain ownership and readiness boundaries, and tree generation, chopping, felling and snapshots. These foundations have their own integration limits; they do not establish a completed open-world game.

The next Inventory Core slice remains design and review work. Player presentation, combat, world-loot integration and full save orchestration are separate work from the accepted core.

Read how I directed the development →