top of page

PLANET OF LANA II 

CHILDREN OF THE LEAF

This portfolio entry is intentionally limited as the game has not yet been released 

Psst.. wip!

Introduction

My aim in working on this project was to create interesting, otherworldly environments that encourage the player to explore, maintains smooth movement, and highlights the story through the environment.

Specification

  • Worked on both Level Design & Level Art

  • Created multiple biomes, working from pen and paper sketches to first art pass

  • Team of around 25 people

  • Created using Unity

  • Set to release 2026

BUILDING NOVO

pol22.jpg

A big part of my role at Wishfully was putting together a world map of new biomes based on the script, concept art, and designed puzzles.

Working with the script, I would write down story beats and sentences describing the environment, or ideas I felt could be conveyed to the player through environmental storytelling.

Seeing key scenes in the concept art gave me a great deal of inspiration for the look and feel of the space, imagining what might happen before and after each scene.

When adding puzzles, it was a fun challenge to make each area feel like a logical space, placing them in a specific order to match the intensity and beats of the story.

GAMEPLAY

Ten minutes of gameplay

In this video, you can see a snippet of gameplay from Planet of Lana 2. Here, Lana and Mui are breaking into a city through underground tunnels.

I thought I’d take you with me and give you a glimpse into working on these three areas: the wasteland, sewers, and rooftops.

WASTELAND

Hostile environment
KeyScene2.png

This environment is a big shift from what we expect Novo to look like. It is grey and brown, with trash and metal scraps everywhere. The air feels heavy and foggy, and the water feels contaminated.

Working on this area, my focus was to convey the chaos from the concept art, with unstable ground and tight crawlspaces leading out into huge vistas of trash mounds, half exposed, half hidden, but always uncertain.

SEWERS

Creating fun with creatures
Skärmbild 2026-01-21 134928.png

Start from 07:15 in the video under Gameplay to see the whole puzzle.

The Inkfish is one of the creatures you can control through Mui. This tiny little fish fits perfectly into tight spaces. It can create ink clouds, leap over the surface, and move very fast, even around sharp corners.

This area is designed to showcase all of these abilities and let the player have some fun with them. The basis of this puzzle was created by the game design team, but while blocking out I iterated on the path, added more pipe areas and we made changes in the order of obstacles.

ROOFTOPS

Hardcore! Parkoure! 
Skärmbild 2026-01-20 144952.png

When I started working on this area, I had the concept art of the end scene from the 10-minute video in mind: Lana looking out over the inside of the wall, across a lush city filled with high-rises.

Because the last fish puzzle is quite long and takes place in a tight, dark area, I wanted to give the player a chance to run around and jump through this new, brighter environment.

Skärmbild 2026-01-20 150007.png

Realizing it would be quite a journey going from the sewers to a view like that, I wanted the player to really feel the change in altitude.

I was inspired by parkour videos showing people running across rooftops, taking giant leaps between buildings, and climbing scaffolding, highlighting alternative ways to move through the space.

GAME DIRECTORS COMMENTARY

Want to know more about the game?

Here is a commentary video from the two game directors, showing off more of the game and the world of Novo.

One of the first areas I got to design and create a world map for was Demoa, the water world shown in the video. I'm exited to show you more of my work and process!

Project showcase

These images have been worked on by environment artist as well as me.

bottom of page