The Hunted Ghost is a story-driven puzzle game that follows BOO, a ghost being possessed by a wicked witch to become a demon. Players are challenged to find 5 hidden items within a time limit in each scene to rescue BOO from this curse. The game is designed to blend eerie visuals, rewarding interactions, and intuitive UI to create an engaging experience for casual gamers.
Visual Design, Game Design
Adobe Illustrator, Figma, Adobe Aftereffect, Adobe Photoshop, HTML/CSS/JS
Solo project β research, ideation, design, and coding
Hidden object games often struggle to maintain player engagement beyond a few levels, especially when the gameplay lacks emotional stakes or narrative depth. With The Hunted Ghost, I wanted to explore how a simple puzzle mechanic "finding hidden items" could be elevated through storytelling, atmosphere, and character empathy.
The primary goal of The Hunted Ghost was to design a game interface that merges storytelling and puzzle-solving in a fast-paced, emotionally engaging environment. My design objectives were:
Before diving into design, I studied the landscape of hidden-object and casual puzzle games to understand what makes them engaging or forgettable. I explored popular titles like June's Journey, Hidden Folks, and The Room series, paying close attention to:
To validate ideas, I shared early sketches and animated mockups with a few casual gamers and peers. Their feedback highlighted:
These insights shaped my design strategy, focusing on visual clarity, narrative hooks, and satisfying micro-interactions.
The visual direction of The Hunted Ghost was crucial to immersing users in a spooky-yet-charming world. Every design decision aimed to strike a balance between eerie atmosphere and playful puzzle-solving.
Designing the information architecture (IA) for The Hunted Ghost required balancing storytelling with user flow. The game needed to be simple enough for quick entry but rich enough to support layered interactions, rewards, and narrative progression.