REMNANT
What remains, remembers.
A 2D atmospheric platformer about chosen forgetting. Warm amber world, no enemies, no failure state, just memory fragments to gather.
Client
Self-initiated
Year
2026
Industry
Games / Interactive Media
Turnaround time
~13 weeks

The Question
Most games about memory treat it as a puzzle, collect the fragments, restore the past, unlock the truth. I wanted to make a game where memory isn't recoverable, and the piece is about learning to let the missing parts stay missing. What does a platformer look like when nothing can be lost, because everything already has been?
The Approach
Remnant strips the platformer down. There are no enemies. There's no failure state. The player character is small, slow, and always facing forward. The world is rendered in a single warm palette — amber, sepia, ochre, with soft grain and gentle post-processing that makes every scene feel like a photograph developing.
Movement as tone — The player walks. Sometimes jumps. That's it. The restraint is the design.
Fragments — Scattered across the levels are small memory fragments. Picking one up doesn't unlock anything. It just… stays with you.
The tagline is the mechanic — What remains, remembers. The world remembers the player even when the player has forgotten it.
The Outcome
Remnant was shown at INTERPLAY 2026 at Copeland Gallery. Visitors played it standing up, in short bursts, and often returned. The most useful feedback was people asking "wait, that's it?" which is exactly the question the piece is trying to make you sit with.
Project Highlights
Solo Unity development (design, code, art, audio)
Custom warm-palette post-processing shader stack
Original ambient audio design
Exhibited at INTERPLAY 2026, Copeland Gallery






