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Soul Weaver is a third person platform/infiltration game about a small creature who tries to retake control of its own existence. You, as the player will be controlling and deciding the fate of this protagonist.


The Characters

There are 2 main characters in Soul Weaver: the Moirai, Nona, the playable character Mori and the minions who share the same design as Mori.

Their designs are based on the silkmoth, the Bombyx Mori, hence the color limitation: white, off-white, black, and brown.



  Nona is the Morai who gives life thanks to her hair. She is a gigantic divine being who has control on her minions thanks to the connection that they share.

Nona has 4 different materials, each texture being displayed in game with a resolution of 4096*4096 to keep as many details as possible. In addition some micro-detailed texture has been added as well to emphasize the appearance of her skin and textile.  



Mori is the playable character, and shares the same design with the other minions. 

The only differences are the mask, the belt and the hairstyle. 

Mori was heavily inspired from the traditional silk worker who historically used to be mostly really poor women and children, hence the damaged textile and its rough-looking material. 


On the other hand, Nona is a delicate goddess who handles the thread of life with great care. Mostly inspired by Mucha’s poster and Art Nouveau jewellery, her design needed to translate how graceful and unique she was, by using really shining material and fine textile.




The environment can be split in 3 defined parts: each of them differ by their ambiance and their scale.



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We begin in the main room where the player starts. This is where Nona resides, and where the minions and Mori collect her hair thanks to the machines that guide them all across the castle.
We tried to work a maximum in modular in order to quickly build and modify our environment, which allows us to construct a large environment both horizontally and vertically.
The purpose of our design is to accentuate the godlike look of the place; to do so we have chosen a mix between gothic and art nouveau. 

The gothic part gives verticality and showcases the aesthetic of the curveline



In the minions workshop, a safe area where Nona cannot enter, we will have more time to look at the various assets designed for this area.

Once we enter the minion’s workshop, the gameplay will slow down for a bit, allowing us, as a player, to have more time to look around. Those workshops will be more detailed because of scale which is closer to the player size.