Font
World, Nature, Font, Yellow

Købendrown - 2024

Købendrown is a narrative-driven walking simulator set in a flooded future Copenhagen, exploring climate change, resilience, and human connection through environmental storytelling.

Goal

Create a 3D non-photorealistic rendered animated short in Blender within 4 months.

Motivation

Inspired by animations like Spiderverse, Arcane & Entergalactic we set out to create a stylised 3D short that blends expressive 2D aesthetics with technical 3D production. This project challenged us to step outside our comfort zones—Beth explored 3D and stylised painting for the first time, while Elin led the technical pipeline in Blender. Working as a dedicated two-person team pushed us creatively and we found huge mutual benefit in the collaboration.

A climate-focused walking simulator that tells a personal story through exploration and atmosphere.

Motivation

The project was driven by a desire to explore how games can create emotional engagement with climate issues without relying on traditional gameplay mechanics.

Goal

To create a reflective, story-driven experience that encourages players to think about responsibility, trust, and collaboration in a climate-changed future.

My role

I acted as producer, managing scope and coordination, while also contributing to narrative development, 3D assets, level design, and UI.

The project was developed collaboratively with a strong focus on worldbuilding and playtesting. We used eye-tracking, GSR, and surveys to refine pacing, clarity, and emotional impact.

Process

Concept & narrative

Købendrown is a narrative-driven 3D walking simulator set in a flooded future Copenhagen. The game explores themes of climate change, trust, and collaboration, following a young doctor navigating the submerged city to reach a mother in need. Story fragments are revealed through environmental storytelling and journals, encouraging reflection rather than traditional gameplay.

Urban design, Sky, Ecoregion, World, Nature, Water, Organism, Art, Biome, Line

Worldbuilding

& Development

The project was developed as part of a collaborative semester course with a strong focus on worldbuilding, storytelling, and visual style. Inspired by artists and games such as Moebius, Sable, and Little Devil Inside, the team created 3D environments, characters, and narrative beats. Playtesting using eye-tracking, GSR, and surveys helped refine pacing, clarity, and emotional impact.

Role & Production

I acted primarily as producer, managing scope, planning, and coordination across narrative, design, and technical tasks. Alongside this role, I contributed to narrative development, 3D assets, level design, and UI, ensuring the experience remained cohesive and aligned with the project’s climate-focused message.

A colorful, multi-level house built from shipping containers on stilts, featuring balconies and small trees.
Table, Furniture, Wood
Wood