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Imprint

Name
Matthew Peter Kalter
Education degree
Kandidat
Fagfelt
Design
Institute
Design and Visual Interaction
Program
Visual Game and Media Design
Year
2025

A game about memory, identity, and the longing to belong. Wander through liminal spaces where interaction uncovers echoes of forgotten moments and traces of those who came before. With each step between isolation and connection, you're invited to reflect on what defines and bounds us – and to shape your own meaning.

Based on personal experiences, Imprint is my attempt to abstract memory into a symbolic narrative that others can interpret in their own way. The player is guided linearly through a series of scenes, where emphasis is placed on transitions—some gradual, others abrupt. Players initially have limited agency, performing monotonous, repetitive actions. As the game progresses, they are offered choices which add layers of personal interpretation, while unfolding a predetermined sequence of events. Environmental design, mechanics, composition, and tone continually shift, reflecting the character’s emotional journey.

Imprint currently features two playable scenes, with a planned scope of four and the intention of creating a looping narrative structure.

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Imprint screenshot 02
Imprint screenshot 06
Imprint screenshot 01
Imprint screenshot 06
Imprint screenshot 04
Imprint logo

Preproduction included the use of diagrams to plot out the game's visual narrative arch, as well as the expected emotional engagement of players throughout each scene:

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Imprint EV Diagram
Imprint scenes diagram

Characters began as 2D concept art and were later modelled, rigged and animated in Blender. Their noisy transparent surface was achieved using Unity's shadergraph:

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Imprint character lineup
Imprint character sprites
Imprint character 3D models
Imprint noise shader

Mechanics, composition, and tone were all designed to correlate with Imprint's emotional narrative arch and the themes of each scene: starting with minimal agency, monotony, and suspense, and continuing with sentimental reflection and fleeting choices.

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Scene1 Explainer
Scene2 Explainer
Imprint Mechanics 1
Imprint Mechanics 2
CV
Competitions, Publications & Awards

Best Project at the International Digital Media Competition, TISFF

For the game 'Being'.
Education & Relevant Courses
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B.Des in Visual Communication, Bezalel Academy of Arts and Design

Gaming major, graduated cum laude.
Professional Work Experience
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Teaching Assistant, Bezalel Academy of Arts and Design

Assistant for Indie Games Studio class, lectured by Dani Bacon.
Guided bachelor students learning game design and development with Unity and visual scripting.
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Game Hub

Game designer and developer for Trial and Error.
Participant in an incubator for independent games.
Roles includied UI/UX design, level design, tech art.
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Lightricks

Creative marketing and content designer.
Responsible for design of marketing content for social media platforms and websites to promote a suite of applications.
Design of in-app image and video content.
Experience in brand and motion design, VFX, production pipelines.
IT skills
Art Direction
3D Modelling
3D Animation
Illustration
2D Animation
Motion Design
Graphic Design
Unity
Blender
Adobe Creative Suite
Language skills
English
Hebrew