Flow

Narrative game · 3D · Unreal Engine 5 · In progress

Flow

漂流

In progressA man killed in the war holds on to a dead branch and drifts down the river, all the way home. One drift through a full turn of the seasons: peace and freedom, love and grief, reunion and farewell.

Status
In progress: story, level design, look development
Role
Solo project: concept, narrative, game and level design
Engine
Unreal Engine 5, 3D, toon-shaded
Genre
War · drift · twist narrative · walking simulator · collecting · survival

Overview

Drifting from death back to life

Somewhere in the war, a shell finds Row. When he wakes, he is clinging to a piece of driftwood, adrift on water that goes on forever.

You play as Row on a long drift home. You scavenge for food and call for help from every passing boat, every stranger, even a small bird. Summer, autumn and winter go by. Then, in spring, the current carries him into the river of his hometown. He sees his mother, and finally learns the truth: he never survived the war.

Small interactions along the way plant the clues, so the ending lands as something the player has been drifting toward all along.

4
seasons, four levels
4
ways to survive, one per season
3
narrative lines
0
ways to fail

我飘啊飘啊,顺着河流,直到回到了那棵树下……

“I drift and drift along the river, until I’m back beneath that tree…”

Row, in Flow

Inspiration

Why water? Why drifting?

The idea came on a walk between classes, shortly after I read the news about new tariffs. Surrounded by strangers and uncertain about the future, I had a distinct sense of drifting.

From that moment came a single image: a grown man, thin as a branch, clinging to a piece of driftwood at sea. The project grew from that image.

Why set the game on water rather than on land?

Because a drift runs in the opposite direction from a journey, it lets the impossible float in, and it makes the ending land harder.

01From death to life

Drifting already feels like a life’s journey. Journey walks from birth toward death; Flow goes the other way. Death is the starting point, and life, home, is where it ends.

02Room for the strange

On land, every step has to make sense. On water, strange and impossible things can drift into view: a dreamlike animal, a bombed-out window, a crocodile’s mouth. The river lets the story be fantastical and true at once.

03A stronger ending

Row fights all the way home, only to learn on arrival that he is dead. A mother seeing her son’s body carries far more weight than a telegram.

What I believe a game should be

01About the real world

Games should speak to real problems, not just entertain. They can hold the struggles and feelings people can’t put into words. Each project starts from a social problem or a specific hardship, and aims to offer comfort and support and to draw attention to it.

02Non-competitive

The player isn’t fighting anyone. The only pressure is the water.

03No failure

The game is designed as an experience, not a test. If Row goes under, the game goes on, but sound, colour and interaction fade until he comes back up. And in story terms, a man who is already dead can’t die again.

04A prose game

Literature has prose and poetry; film has poetic cinema. Games should have prose games too: no challenge to beat, only something to live through.

References

What I borrowed, and from where

WorkWhat it gives Flow
1917
Sam Mendes, 2019
The visual seed. A soldier clings to a log in a river covered with cherry petals: beautiful scenery against brutal survival.
Journey
thatgamecompany, 2012
A life’s journey told without words. Flow runs it in reverse.
Flower
thatgamecompany, 2009
Level 4: flowers bloom wherever the driftwood passes; the player only steers.
Pause
Michal Shoshan, 2020
Visual research. A generative game after Viktor Frankl’s Man’s Search for Meaning, where the world fills in out of an empty void.
Life of PiSurvival on the water that turns into something fantastical.
Swiss Army ManA body on the water, and an absurd, tender drift home.
Sky, Monument ValleyCharacters without faces: silhouette, restraint, leaving things out.
Cat MuseumHow the truth is revealed at the end.

Reference images

1917 film still
Ref. 011917, dir. Sam Mendes, 2019: the river sequence. Film still; all rights belong to the rights holders. Used as a reference.
1917 film still
Ref. 021917: the film ends at a lone tree. Film still; all rights belong to the rights holders. Used as a reference.
Pause screenshot
Ref. 03Pause, Michal Shoshan, 2020: wandering out of an empty void. Screenshot; © Michal Shoshan, michal-shoshan.com. Used as a reference.
Pause screenshot
Ref. 04Pause: the world fills in with detail. Screenshot; © Michal Shoshan. Used as a reference.

Character

Who Row is, and what he carries

Row is an ordinary infantryman, wounded by a shell during the war. He has no defined face; a single recurring mark, such as his haircut, identifies him across the series. His character card is a white paper cutout in the shape of a gravestone, listing his date of birth and a few words that summarize his life.

He is not a hero, but one of countless ordinary soldiers. That ordinariness is the point: his stubborn drift home could belong to anyone.

What he wants, physically

Survive in the water.

What he wants, emotionally

Make it through the war, go home, and see his mother.

Keepsakes

The current keeps pulling his belongings away. Each time he reaches back for one, a memory returns and his confidence holds; each one he loses makes the water heavier.

KeepsakeWhat it holds
Family photoFamily
Letter from his fiancéeLove
Pocket watchFriendship
Paper birdHis dream: a farm, and becoming a bird keeper

In autumn, these are what he has to give up: to signal the boats he throws his sketchbook, his father’s pocket watch and his mother’s photo.

War · Drift · Twist narrative · Walking simulator · Collecting · Survival

Structure

Four seasons, four ways to survive

Early drafts were rebuilt several times because the drift kept settling into a single rhythm. How do you give a drift depth and escalation?

Split the rhythm by a different way of surviving in each season: first the body, then other people, then the mind, then nothing left to survive.

POINT OF VIEWWAY TO SURVIVEEMOTIONWATEROpeningSummerAutumnWinterSpringEnding1917, 5:45 a.m.Fall and driftThe arkThe long seasonHomecomingThe truthblack screenfirst personfirst → thirdthird → firstfirst personfirst → the crow—the bodyother peoplethe mindjust look—fast into slowlonely, testingletting go, courageself-redemptionrecognitiongriefdark, unseennarrow → widerwider → openopen → narrowernarrow, near shorewhite → blackthe big tree
Fig. 01The river as the map. The waterway widens through summer and autumn, narrows through winter, and reaches the shore in spring. Diagram by Jingwen Li.
LevelSeasonMechanicEmotionWay to survive
01SummerSurvive + exploreLoneliness, testingTechnical survival. He doesn’t understand what happened; he grabs the driftwood and keeps his balance.
02AutumnAsk others for helpLetting go, courageSurvival in the real world. He calls out to others, and the truth of his death is planted.
03WinterSurvive + save himselfSelf-redemption, couragePsychological survival. In despair, he turns to himself; near-death visions come as childhood doodles and diary pages.
04SpringWander + feelRecognition, perceptionThe easiest level: enjoy the view and collect good memories. Then the twist.
Level route sketch
Sketch ALevel route: the start, four levels and the ending, drawn as one river.

Systems

Drift, pick up, hold on

You steer with the mouse and pick up whatever you bump into. The player appears to collect debris, but is actually using it to climb across the water, assembling an ark from whatever floats by.

Fig. 02Concept sketch: the three verbs of the core loop.

The player wakes surrounded by water. With no input, Row slowly sinks and the screen turns gray; a click brings him back up and restores colour. The current carries him faster and faster. Grabbing wreckage and wood steadies his body until he can ride the current. Once he is stable, time slows and the next level begins.

Needs

NeedIn real lifeIn the game
OxygenKeep your body above waterAlternate left and right clicks to stay afloat and balanced. Sinking drains sound, colour and interaction until oxygen returns.
Fresh waterRainRefills on its own. No input.
FoodCatch fish, scavengeSteer with the mouse; touch to pick up.
ConfidenceThe will to liveA single value: high, mid, low. Keepsakes and memories raise it; losing them lowers it.

The confidence loop

A keepsakewashes awayConfidencedropsKicks cool downlonger, or failRow sinks: colourand sound drainReach back for it,or look at itA memory returns,confidence rises−−e.g. one kick = 10 s afloat++
Fig. 03The confidence loop. The game never ends on a loss; it only gets heavier until Row reaches back. Diagram by Jingwen Li.

Calling for help

Row splashes and throws away pieces of his resolve, his belongings or what he caught along the way, toward passing boats and people. Every attempt fails in some way, because he is already dead.

OutcomeWhat happensWhat it plants
01The call works: food and a life ring.Hope
02Through dialogue, they say they can’t take one more person.A world short of room
03They are civilians on the enemy side, afraid of what the authorities will do if they save him.The war, from the other bank
04He gets on a boat and is pushed back off: they realize he is dead.The truth, too early to understand

Dialogue is deliberately mismatched: Row speaks as a man who believes he is alive, while others respond to a dead man. He signals for rescue and is handed a bouquet of flowers.

Controls

InputAction
Mouse directionSteer through the current
Left / right click, alternatingKeep balance; kick back up to the surface
TouchPick up (range-based, automatic)
Mouse direction + ShiftThrow an object to signal (Level 2)
Mouse direction + SpaceSwap ice floes (Level 3)
CameraLooking up from the water, free to turn left and right. In a storm, the view flips.
ScreenNo UI at all

Drafts: concept sketches and diagrams. The game is in development.

1917, 5:45 a.m.

Opening

Into the river

A black screen, which is black river water, swept now and then by searchlights. Gunfire continues. Suddenly the screen shakes hard, as if something was thrown into the water. Every sound goes quiet; the river grows louder. Fish lift their heads. In the flickering light, the black silhouette of a man holding driftwood floats past. The title appears: Flow.

Opening storyboard: Row drops into the river as searchlights sweep the water.
Sketch BOpening storyboard: Row drops into the river as searchlights sweep the water.

Purpose

Set the war, then take it away. Fast pace into slow.

How it should feel

Noise, a jolt, then a silence that is almost peaceful.

Summer 1917

Level 01

Fall and drift

Row wakes up caught in a tree, puzzled that such a huge tree stands in endless water. A few lines of dialogue set up where he is. The player clicks, the branch snaps, and the drift begins: slow pace into fast.

Level 1: objects drift toward Row; catching them steadies him.
Sketch CLevel 1: objects drift toward Row; catching them steadies him.
  • Keep your balance and dodge rocks.
  • Try to grab three things floating by: a dead body, or a strange, dreamlike animal; a bombed-out window; sometimes even a crocodile’s mouth.
  • Catch the belongings that wash out of his clothes, to hold on to his confidence. Different objects are worth different amounts, and connect to the memories of Level 3.

Goal

Ride the current and gather six pieces to lash into your first raft.

How it should feel

Disoriented at first, then a small, stubborn hope. Summer is beautiful, and that is what makes it frightening.

Autumn

Level 02

The ark

Leaves are scattered over open water. A crow tilts its head and stares at him. Three boats come close, one after another, seen first as shadows. To get their attention, the player must throw away the things that keep Row going: his sketchbook, his father’s pocket watch, his mother’s photo.

Level 2: the crow, and the boats he signals.
Sketch DLevel 2: the crow, and the boats he signals.
  • Every boat sees that he is dead. None of them saves him.
  • The three boats can differ: enemy and ally, a big ship and a small boat, fishermen and soldiers.
  • Confidence hits bottom. The crow lands beside him, and the view shifts to the crow’s.

Goal

Throw objects to signal (Shift) and call for help three times.

How it should feel

Hope, and the ache of help that never quite arrives.

Winter

Level 03

The long season

Row keeps hitting ice floes. The crow watches, then flies away. He can no longer move at all, and the inner notebook unlocks: the diary he was made to keep as a child, now written only in his head.

Level 3: ice floes and drifting memories.
Sketch ELevel 3: ice floes and drifting memories.

“I don’t know when it started, but my time seems to have stopped. I lost the ability to speak, first in my body, then in my mind. So I began forcing myself to keep a diary in my head. Mom, you know, the kind you made me write when I was little. A person has to find some way to make sure he’s still alive, right?”

  • Steer around the ice to stay alive. The odds are low, and the survival play is kept gentle.
  • Collect the memories that keep slipping out of him and put them back in his body. Losing memory stands for death and giving up.
  • Three objects open three memories: his mother; the daughter he never met; what happened after he died. In them, Row’s three true wishes.
  • Swap floes and steer by the angle of each bump, like billiards, against a current that has turned around.

Goal

Find all three wishes; Row slowly moves again. Cross the last floe toward the mirage on the horizon.

How it should feel

Cold, slow and lonely. Just holding on, then remembering why.

Spring 1918

Level 04

Homecoming

The driftwood in Row’s hands sprouts new leaves. Wherever it passes, flowers bloom, and birds fly over in flocks. The player only steers, lighting up flowers in the water, until he reaches the big tree he grew up under. Things from his childhood drift past; bumping into them plays their sounds.

Level 4: drifting face up as flowers light up along the way.
Sketch FLevel 4: drifting face up as flowers light up along the way.
  • Life returns, so shouldn’t a value rise? The idea under test: the number that should climb keeps falling. What Row does and what we see, turned against each other.

Goal

Drift home. No way to fail, nothing left to collect.

How it should feel

Warmth and recognition, with something slightly wrong underneath.

Spring

Ending

The truth

Row lies on the bank under the big tree. Toys are tossed into the water one by one and float beside him; click them and you hear children playing on the shore. They are the same toys Row had as a child. “Are these mine?”

Ending: the big tree, the bank, the crow.
Sketch GEnding: the big tree, the bank, the crow.

A woman’s silhouette appears in the water, wearing the necklace his diary mentions again and again: his mother’s. He can’t speak or hear anymore, but in his inner diary he writes down his joy: I’m home.

A crow pecks at his face and takes his eye. The view switches, and the player now flies as the crow. Suddenly the world has sound. The woman is sobbing over a body on the bank. Row is missing a leg, which is why he could never keep his balance. People murmur: “Poor Row. Looks like a shell threw him in the river, and he floated all the way back.” As the crying goes on, the river turns from white to black. The player flies away.

How it’s shown

A 20 to 30 second montage: fragment, fragment, text.

How it should feel

Recognition, and goodbye.

Narrative design

Three lines, one hint

SummerAutumnWinterSpringEndingMain lineFantasy lineYears laterthree boatsthree memories, three wishesa note falls from the sky (to be decided)reveal˄ the crow
Fig. 04The three narrative lines and where the crow appears. Diagram by Jingwen Li.
Main lineThe drift. Survive and get home, in the present. Carried by gameplay and space.
Fantasy lineRow to the daughter he never met: childhood memories and imagined scenes that fill in who he is. “The stars swayed right above my face. The world really is endless.” Each fragment ends on a rough sketch; click it, a seagull flies off, and we cut back to the drift.
Years laterHis daughter’s view, decades on: a film crew digging trenches uncovers a body no one can identify. A note drifts down: “If I make it home, when the war is over, I want to—” One true wish found; confidence +1. Still to be decided.

The hint that runs through everything

The fact that Row is already dead should be hinted at by one thing, from start to finish. If the setup is weak, the reveal feels like a trick; if it is strong, the player realizes they knew all along.

01Against the current

Row always drifts against the current, a sign of how badly he wants to get home. Barely noticeable at first, then more and more obvious as things get harder. A visual impossibility that feels slightly wrong.

02The crow

From the first level, a crow keeps taking things from him: a diamond, which is his eye; a pearl necklace, his collarbone. Row is puzzled, since he never owned either. To him the crow is white; in truth it is black, the same object beautified by his perception. The motif carries the emotional core: I keep losing things, and I keep getting them back.

03The missing leg

He can never quite keep his balance. The ending explains why.

04An alternate twist

A dog tag with a name on it goes home in his place, and turns out to be a friend’s: the comrade who helped you get home.

Sound

Every sound has its opposite, and the game cuts between them.

Fierce battleEasy jazz
FireworksGunfire
Children playingPeople crying out
Running waterA ticking clock
BreathingWind under a bird’s wings

Unreal Engine

Early scenes

First passes at the world in Unreal Engine 5: a soft violet palette, fog for depth, and pale light shafts cutting through the trees. These are look-development shots, not final art.

Light falling like rain over the water.
Fig. 05Light falling like rain over the water.
A streetlamp on the far bank.
Fig. 06A streetlamp on the far bank.
Pale trees standing in the shallows.
Fig. 07Pale trees standing in the shallows.
A clock tower above the river.
Fig. 08A clock tower above the river.
Caught in the branches.
Fig. 09Caught in the branches.

Style tests

Silhouette test: the far bank.
Fig. 10Silhouette test: the far bank.
Silhouette test: a crow on the shore.
Fig. 11Silhouette test: a crow on the shore.
Tree studies for the four seasons.
Fig. 12Tree studies for the four seasons.
Fig. 13Concept sketch: the four seasons as one river.

Inquiry

Open questions

01

First person or third?

Looking up at the sky from the water, able to turn left and right. In a storm the view flips upside down.

The answer became a shift between the man and the crow. First person on 3D water is the most immersive but the hardest to read, so I’m testing camera height and how much wreckage stays in view.

02

2D or 3D?

2D is easier to build and allows richer mechanics; realistic 3D is more immersive, but water and a first-person camera are the hard parts. Is 2D just a compromise?

Decided: 3D, in Unreal Engine 5, with a toon-shaded look.

03

Does it have to be water?

Water is the hardest thing to build. Could the same story happen somewhere else, say a letter trying to get home, blown across the sky and the land, or carried by a pigeon you control?

The water stays. It is the strongest force in the game and the source of every change; the player’s actions should grow out of how it pushes them.

04

How much story, how much play?

Feedback on an early draft: it was overwritten and left the player too little agency. A survival game on the water is limited; is this mainly a story, carried by small systems?

Keep the systems small and physical (balance, pick up, throw, swap) and map every value in one table: if this happens, what changes, and what does the player see. Prototyping Level 1 first.

05

What can Row reach?

Do objects come to him, or does he move to them? Can he swim, or reach out?

Pick-up is range-based: touch it and it’s yours. Showing his hands, bound to the mechanics, marks what is within reach.

Process

How it evolved

First pitchA spring opening where you tap fish, birds and leaves, then war breaks into the beautiful scenery. Balance, confidence, calling for help, and the reveal at home.
Four-season draftThe one-rhythm problem solved with four ways to survive. Storyboards for every level; the crow and the inner notebook; three narrative lines; sound pairs.
Level specEach level gets a purpose, controls, a goal and a clear win condition. The final spring moves to 1918.
Now3D in Unreal Engine 5, toon-shaded; look development and the Level 1 prototype.

Next

What I’m working on

01Script

Write the full script, season by season, and plant the clues for the ending.

02Game design document

Each level’s flow, assets and props, interactions, the player’s path, and the full value table.

03Level 1 prototype

Build the summer level in Unreal Engine 5: drifting, picking up, the raft and the confidence meter.

04Art direction

A toon-shaded 3D look; colour and water that change with every season.

Credits

Project
Solo project, in progress
Concept, story & design
Jingwen Li
Diagrams & sketches
Jingwen Li