Narrative

Story premise

An aging artist who has long given up on his own creativity and lives in voluntary isolation makes a living by restoring other people’s works of art. His world is built on the preservation of the past: techniques, traditions, and family artistic heritage, which he believed should continue in the person of his son.


Having received a commission for the restoration of work that was failed by his son, the main character is forced to return to a family conflict. In the process of reconstructing paintings, he gradually encounters fragments of his own memory, in which personal frustration, shame and fear of loss of control are intertwined with generational conflict.


The player, by controlling the decisions of the hero, determines not the outcome of the conflict, but the position that he takes towards it: through denial, control, self-blame or search for a dialogue.

World Building

Example of asset hierarchy:

Grey Boxing of the game location:

Reference boards:

Locations that were main inspiration:

  • Bykovo Mansion, Moscow
  • Lermontov’s House

Characters & Roles:

Artist – an old man, an artist on retirement who works on painting conservation. The main and only character player would be able to control. Their role is being the main perspective on the story, also slowly building a possible empathy between him and the player.

Son is a conditional “antagonist” in the story of the main character; however, for the player himself, this should be a much more natural way to associate with the issue of generational conflict. This character will be watched from the other perspective, being unable to directly influence his development. However, the player will have the ability to influence the relationship between them, and the association will be a lever of engagement.

Housekeeper – a young or middle-aged woman who works for keeping main character’s house, helping him in his hermit life. Serves as a nice side character, which should diversify the daily life of the main hero by interactions.

Customers and Acquaintances are third-party individuals who will have to create an impression of life outside the main character’s estate, emphasizing his hermit lifestyle, as well as being a potential means of communication between the main character and his already grown-up son.