The Age of Rime was a particularly exciting opportunity to rethink and reimagine one of the lesser-known spaces from Myst. While the core game stayed largely faithful to the original, with adjustments primarily for VR, Rime underwent a full redesign. Early massing and graybox work began shortly after the 2021 PC release, but full production didn’t ramp up until early 2025.
One of my primary focuses was updating the hut. The original design had a strong silhouette, but the interior felt underdeveloped. I saw this as a chance to bring warmth and narrative to the space—reimagining it as a lived-in home for a couple and their young children. I explored a range of layout ideas and iterations, ultimately grounding the redesign in storytelling and subtle environmental detail. As new team members joined the project, the vision evolved, but the core direction I established during early massing remained intact.
I also contributed to the redesign of the walkway and platform system. We aimed to create a "plussed-up" version of the original—familiar, but more refined. I approached this modularly, using our in-engine construction tools to efficiently build and iterate. The result respects the classic layout while benefiting from modern workflows and materials.
Another major area I worked on was the Gas Refinery. In the original, it was primarily a piece of background storytelling. For the update, we made it a core element of the level's structure and puzzle flow. I collaborated with concept artists to redesign the space, enhancing its gameplay relevance while honoring the visual language of the original Myst.
Age of Rime sizzle video.
I captured these videos in engine, and made the video of the ones that featured my areas.