Harriet Fisher

Product, Creative, Technology ·

London

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3D Video Game — Unity

Decomposure

A 3D video game staged inside a single confined industrial room, where survival depends less on combat than on triage: which personal objects to preserve and which to sacrifice as disaster quietly accumulates around you.

Role

Solo Developer & Art Director

Tools

Unity 3D

Blender

Game Design

Environment Art

Narrative Design

Decomposure gameplay still

Unity 3D

single-room survival game

Blender

environment & prop modeling

Role

Solo Developer & Art Director

Tools

Unity 3D, Blender

Focus Areas

Game Design, Environmental Storytelling, Narrative Design, Art Direction

Overview

Decomposure is a 3D video game staged inside a single confined industrial room, where survival depends less on combat than on triage: which personal objects to preserve, which to sacrifice, as disaster accumulates around a player who is never granted the relief of one dramatic climax. Large-scale catastrophe registers only obliquely, through a flash at the window, a shudder in the camera, a shift in ambient sound, while the true narrative engine is a typewriter, an object dispensing fragments of meaning in a world where deciding what to protect is the only agency left to hold onto.

Motivation, Ethos & Inspiration

The governing thesis rejects the apocalypse genre's usual appetite for spectacle: trauma, the game argues, accumulates through small persistent disruptions rather than one cataclysmic rupture, so the design centers seemingly trivial personal items and lets their narratives carry the emotional weight the genre usually reserves for explosions and collapsing skylines. Players who carefully arrange their few possessions find those arrangements disturbed again and again by forces outside their control, a mechanic built specifically to dramatize how thin the line is between organizing a life and merely watching it be organized for you.

Gameplay

Tools, Skills & Software

Built in Unity 3D with environment and prop modeling in Blender, developed and art-directed as a single authorial vision spanning code, world-building, and visual tone.

Unity/Blender still — the room (to add)
Still — typewriter close-up (to add)