Game introduction
La Vie en Rose is a short narrative-driven exploration game that unfolds in under 15 minutes. You play as a dying soul trapped in a salvage room, reliving key moments of your past through fragmented memories.

My resbonsibilty
As the Lead Game Designer, Narrative Designer, and Programmer for La Vie en Rose, my responsibilities encompass the core vision, storytelling, and technical execution of the game.
Lead Game Designer
Define the gameplay mechanics, level structure, and progression to ensure an engaging player experience.
Design the puzzle and exploration elements that guide the player through the four layers of memory.
Balance the flow of gameplay and pacing to align with the emotional and thematic beats of the story.
Narrative Designer
Craft the storyline and thematic depth, ensuring that each memory layer reflects a distinct emotional phase.
Design visual storytelling elements that communicate the protagonist’s past without direct exposition.
Integrate the dream vs. reality mechanics into the narrative structure, making memories feel fragmented yet meaningful.
Programmer
Develop and implement core gameplay mechanics, including movement, interaction, and memory transitions.
Optimize visual effects and scene transitions to create a seamless blend between reality and memories.
Debug and refine the game logic, UI, and player controls for a smooth experience.
Game play video
Game mechanic
In La Vie en Rose, players navigate the world through simple yet immersive mechanics. You can walk and rotate the camera to explore your surroundings, uncovering fragments of memory hidden within the environment. Certain objects can be collected and examined—by pressing E, you can pick up significant items and rotate them to reveal hidden details or trigger memories. These mechanics create a tactile connection to the past, encouraging players to engage with their surroundings and piece together the protagonist’s story through interactive exploration.
Level Blockout
The level design in La Vie en Rose is crafted to seamlessly blend exploration and storytelling, guiding players through the protagonist’s fading memories. Each space is a fragment of the past, reconstructed within the salvage room, where familiar objects take on new meaning. The layout is designed to feel both intimate and surreal, with shifting details that mirror the protagonist’s unstable perception of reality.
Level 1

Level 2

Level Blockout
Players will collect and examine key objects—photographs, letters, childhood toys, and personal belongings—each serving as a puzzle piece in understanding who they were. Interacting with these objects triggers subtle environmental changes, such as the room momentarily shifting to resemble the past or whispered voices hinting at forgotten moments. This approach ensures that storytelling is embedded in gameplay, rather than delivered through direct exposition.
Level Blockout
Lighting and audio play a crucial role in defining the atmosphere of each memory. Soft, warm lighting might bathe childhood scenes in a nostalgic glow, while dim, flickering lights in later memories reflect the protagonist’s loneliness. The soundtrack evolves as players progress, shifting from comforting melodies to melancholic, distorted echoes. Environmental audio—such as muffled conversations, the ticking of a clock, or distant laughter—adds depth to the experience, making each layer feel alive yet fleeting.
Level 3

Level 4

Level Blockout