synopsis
category
project
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IP Development
worldbuilding
concept design
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KING
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King is a personal worldbuilding project that reimagines the legend of King Arthur through its Celtic roots, blending historical inspiration with dark fantasy. Conceived as a cinematic action-adventure in the spirit of modern mythological games, the project explores themes of decay, fading belief, and the death of myth.
Arthur is no longer a young king of glory, but an old man standing at the threshold of Avalon. Sent back for one final journey, he must protect his land from ancient beings fighting for survival as humanity drifts further away from myth and magic.
At its core, King explores a tragic paradox: to save his people, Arthur must destroy the very myths that once gave meaning to his kingdom—including himself.
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How can the Arthurian legend be reimagined through its early Celtic roots while exploring the inevitable death of myth?
core challenge
design pillars
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rooted in celtic myth
The world draws from the early Celtic origins of the Arthurian legend, replacing familiar medieval imagery with Britain's pre-Christian folklore, symbolism, and mythology.
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a world losing its magic
Magic is not gone - it is fading. Every environment, creature, and ruin reflects a world caught between the physical world and a disappearing mythological one.
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price of salvation
Arthur's journey is defined by contradiction. Saving humanity requires destroying the very myths that shaped its identity, turning every battle into an act of irreversible loss.
core references
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sketches/exploration
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When exploring ideas, I move fluidly between different techniques such as sketching, speed painting, 3D blockouts with overpainting, and VR sketching. The choice of medium depends on the needs of the idea, allowing me to stay flexible and quickly translate concepts into clear visual directions without overworking them. Beyond purely visual exploration, I also study camera angles for cinematic potential, break down specific design elements, and develop spatial overviews of locations to inform gameplay flow, player paths, and environmental storytelling early in the process.
finals
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