SEAQUEST
An ocean-adventure game prototype that combines a browser-based world exploration direction, UI systems, character work, and a Unity prototype path.

SEAQUEST is an ocean-adventure prototype presented as a connected product vision rather than a stack of unrelated concept images. Its structure is deliberate: discover the harbor, choose a voyage, meet the crew, navigate the world, encounter sea life, and progress through a high-risk ocean loop.
What needed solving
A large game universe is difficult to explain through disconnected concept images; visitors need a clear sense of the product, interaction model, and the boundary between concept art and playable work.
What I built
I organized the identity, interface, environments, characters, game loop, and playable prototype direction into one coherent case study.
Why it matters
A high-fidelity pre-production presentation backed by source projects in React/Three.js and Unity. It is clearly not claimed as a released multiplayer game.
How I approached it
I first defined the player loop—arrive at a harbor, choose a voyage, explore, encounter sea life, and progress. From that, I turned the loop into UI states, world scenes, character direction, and prototype paths so every image supports one understandable game concept.
Tools & Workflow
The prototype direction combines React, TypeScript, Three.js, Unity, C#, interface design tools, and visual worldbuilding. The web and Unity tracks are shown as exploration work, not a released service.
How this work wasvalidated.
- Creative direction
- Gameplay and worldbuilding
- Interface design
- React/Three.js and Unity prototype audit
From intention toimplementation.
Define the ocean-adventure loop
Connected exploration, fishing, encounters, and progression into a focused experience direction.
Create a visual language
Developed logo, UI, creatures, characters, and environments so each asset supports the same game world.
Prototype interaction paths
Maintained web and Unity explorations to test the feel beyond static presentation art.
Interface & Workflow Captures








Architecture at a Glance
React, TypeScript, Three.js, and a browser-playable exploratory experience.
C# scripts and a separate game-prototype path for mechanics exploration.
What this case study does not claim
- Pre-production prototype; it is not a released game.