[Discontinued]
A PSYCHOLOGICAL COMING-OF-AGE HORROR
Pretty, kind, devout, and at the top of her class, Carmara Maheras has everything a teenage girl could ever want: money, a big house, a loving family, a devoted fiancé who spoils her, and an unbreakable bond with her two best friends!
And yet… the past comes back to haunt her throughout her final year of high school. Not to mention a mysterious stalker named Ferrum has intruded upon her life, and has quite a lot to say about it. Carmara feels as if God is testing her when she suddenly faces constant misfortune and betrayal, and she may just do something that can’t be forgiven…
Origins
The origins of Personal Demons was from making a joke demo that eventually became a real one. I’ve taken it offline for personal reasons, but here is some proof of its existence.
Artwork
Art shown is only my contributions.
Design
- GUI
- Assets
- Environment
- Characters
The “vibe” of Personal Demons was going to be a collage-type style interface with unorthodox (no pun intended) handmade GUI elements similar to DVD menus and websites from the 2000s. The game itself was set in mid-2000s, but was not trying to be a period piece by any means. The handwritten text on the main menu was based on a font called “Bad Script“, which is meant to be Carmara’s handwriting.
The Eyes of Saints
Many of the assets planned for the game were going to be done in an Orthodox Byzantine art style, with no specific style from the Byzantines in mind, just the “feel” of them. One of the assets planned to be used constantly is sets of eye portraits of saints covering the faces of people, intertwining Carmara’s religious anxiety with plain old regular social anxiety.
I build a lot of my backgrounds in Sims 4 to serve as a “mockup” for the final illustrations.
While the original demo’s backgrounds had the lines traced, the Sims screenshots were not going to be.






































































































































