A romantic wide picture of a pixel art forest. A child is running on a broken log on the right side.
Pixel art

Muddy Hearts

Name
Milas Ray Manley Norman
Education degree
Kandidat
Fagfelt
Design
Institute
Design and Visual Interaction
Program
Visual Game and Media Design
Year
2025

Don’t analyze your life more than you live it. Does this also apply to making art from the heart?
The goal of my master’s thesis was to develop a video game with heart, and through theory and evaluation I approximated a definition of the word heart. The idea is that heart will be perceived by the player if the game comes from a genuine place of humanity.
Thus, my method consisted of delving deep into my own life and subconsciousness to imbue the game with reverberating memories. By repurposing these authentic memories from my own life into a video game – giving them another form and frame – I created Muddy Hearts.
The process was organic and anti-systematic, where impulsiveness, intuition and emotion guided design choices. I avoided formulaic theory and check-box design, and instead incorporated approach which tapped from my latent mind.
Muddy Hearts is a pixel art and 3D hybrid video game platformer. The game features cinematic sequences and light-puzzle gameplay to engage the player in its immersive storytelling. You play as a brother searching for his sister, but why is everyone acting like she isn’t coming back and who looks back at you when you walk into your own reflection?
This game comes from my heart. It is a culmination of my life thus far. It is both a critique of formulas and over-intellectualization in academia and life, a self-exploration of my time at the academy, and a love letter to the artistic value a video game can have. Games can be much more than profitable entertainment. It can be an invitation to empathy.

About the project

 

Title: Muddy Hearts

Made in: Unreal Engine 5

Keywords: Platformer | Puzzle | Cutscenes | Atmospheric | Immersive 

Project objective: Define the word "heart" and make a game that has "heart".

Muddy Hearts Video

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Level Design and spatiality to facilitate engagement with an atmospheric world.

One focus was on Level Design, utilizing spatiality, composition, lighting, architecture, and varying gameplay elements to engage and invite the player into an immersive experience. It features platforming, pushing climbable boxes, being chased, climbing ledges and ladder, and switches that move objects. 

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Narrative Design and cinematics to add emotional connection and mystery to the world and characters.

Another focus was on the Narrative Design, where everything above were fused with cinematics, voice acting, animations, visuals and sound to tell a mind-bending and original story with all the games elements. Gameplay had to add to the story and facilitate a strong relationship between player and the main child character. 

Screenshots

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CV

Specialized Level Designer and Narrative Designer with a lot of experience in creating atmospheric, immersive and emotional video game experiences. 1 year of experience in the industry and many years’ experiences in the Danish video game landscape through schoolwork, DADIU, game jams, networking event, showcases of my own games and one experience with my own alk. I also manage my own project, The Villa Machine, a 2D point and click mystery game with branching dialogue and choices.

Competitions, Publications & Awards

Published “Let the Players Go!”, Academic Article based on Bachelor Project, HCI

• About facilitating autonomy without UI, substituting negative handholding with diegetic and readable game and level design
• Presented at the Bella Center
Education & Relevant Courses
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Bachelor’s in visual- and Game interaction design, The Royal Danish Academy

• Bachelor project made in Unreal Engine 5
• A lot of experience in teamwork dynamics and some leadership roles
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Master of Arts in Visual Media and Game design, The Royal Danish Academy

• Master thesis, Muddy Hearts, made in Unreal Engine 5, inspired by Inside
• Level Designer and Narrative Designer for Bloom, DADIU
Extracurricular Experiences & Activities
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Single Indie game developer, “The Villa Machine”

• My own full game project, made in my spare time during the academy
• Dialogue and branching narratives
• Made in the Unity Engine with Visual scripting
• Composition, spatiality and atmospheric visual that evoke strong emotional response
• 2D pixel art and animation
Professional Work Experience
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Intern, Bitfire Games, København

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Unreal Engine 5 Developer, Bitfire Games, “Darkswarm”, København

• Worked on Darkswarm, a top-down twin stick shooter with procedural levels.
• Extensive experience with teamwork in Unreal Engine 5’s editor, including Blueprint
• Level Design using the Dungeon Architect plugin for procedural generated content with focus on replay ability and varied mission structures made with Blueprint
• Environmental set dressing of each module in the pool for procedural generation
• Designed different mission structures’ functionality in Blueprint
• Co-wrote Game Design and Narrative Design document
• Close work with Art Director, 3D artist and Game Designer for visual and narrative coherence
IT skills
Unreal Engine 5 Development
Unity Development
Level Design
Level Architecture and composition
Narrative Design
Cutscene and Cinematic Design
Visual Scripting
3D modelling
Pixel art sprites and animation
Language skills
Danish
English