
Metanoia
Estimated 3 minute read
Timeline
June 2025 - Present
My Role
Visual Design
User Interface
User Experience
User Testing
Team
Jenny Zhang (Creative Lead)
Daria Manguling (Front-end Dev)
Madhuri Parasa (Front-end Dev)
Arnesh Patnaik (Back-end Dev)
Mora Morales (Art & Narrative)
Bouba Katompa (Product Management)
Me! (Product Design)
Overview
Introducing Metanoia, a narrative puzzle video game about self-discovery and growth.
In the summer of 2025, my good friend Jenny Zhang turned to me and said “I have an idea.” What started as a casual conversation quickly grew into Metanoia, a video game where you the protagonist awake after passing and posthumously embark on a journey of self-discovery and growth. We wanted to create something that would move people on a deeper level than simply entertainment, something that explores the parts of ourselves we spend a lifetime avoiding.
Set in a dreamlike floating archipelago, Metanoia unfolds across five islands, each representing a different region of the brain. Guided by a friendly yet deceptive companion named Gaslight, players solve sensory and cognitive puzzles that mirror their inner struggles, slowly uncovering the truth about who they were and who they want to become. Visually, Metanoia blends Asian-inspired elements (koi fish, cherry blossoms, dragons) in a nod to our shared Asian heritage.
Visual Design
Dreamy. Serene. Magical.
We chose a deep blue → pastel pink gradient for our central color palette.
This choice is intended to reflect the emotional transformation at the core of our game. The deep blue evokes the uncertainty and introspection of the player’s journey, while the pastel pink represents clarity, warmth, and self-discovery. Together, the gradient visually mirrors the game’s progression and reinforces its dreamy, transformative atmosphere.
Typography


Color Palette

Iterations
3 Major Improvements.
1. Home Page


The original design featured a more simple layout, with a lighter gradient. The buttons were of equal size, stacked on top of each other. I later expanded the design to include visual elements central to our game concept, such as koi fish and a dreamlike sunset. I also deepened the color gradient to achieve a more introspective atmosphere. For hierarchy, I scaled down the size of the settings button to shift more visual weight towards the now capitalized Begin Journey button, and also added a how to play button for first-time or forgetful players.
2. Inventory


The original inventory screen was functional but visually plain. All items were displayed in a uniform list with long labels and excessive negative space, and there was little contrast or other visually exciting elements. In the updated design, I introduced a grid-based item display to allow players to view more items at a glance and use space more efficiently. I incorporated visual elements tied to our theme, such as the lotus icon and subtle glow effects, to strengthen visual consistency. I also added "use" and "drop" buttons, allowing players to interact with items.
3. Loading

