Hi, I'm Serene Wong
Artist, gamer, and creator — bringing characters to life one concept at a time
Connect with me or check out my work!
Recent Game Projects
Concept Art
About me
My journey into design started with a simple truth: games and stories have always been my world, and I want to create ones worth remembering.
I'm a character designer on a mission to build expressive, imaginative worlds — ones that make people feel something real.
I believe great characters start with empathy. I'm committed to bringing heart and intention to every concept, every design, and every story I get to tell.
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Hi there!
Work
Keep up with my latest posts here:
Original Characters
Personal Projects
Game Concepts
Unamed sci-fi game concept featuring a pixel art human and creature duo. The human, styled with bold orange and blue tones to radiate main character energy, is paired with a quirky, softly colored alien companion. Together they hint at a lighthearted sci-fi adventure, the kind where an unlikely pair stumbles into something much bigger than themselves. This piece was an exploration in pixel art, experimenting with simplification, charm, and the kind of character pairing that makes you want to know their story.

A semi-realistic character and environment concept developed in a darker, AAA-inspired style. The character is a spy and agent type — practical, worn, and quietly dangerous — rendered with careful attention to material and silhouette. Her olive jacketm tactical harness, and burgundy boots tell a story before she even moves: someone who has been surviving for a long time and knows exactly how to keep doing it.The environments place her deep in a fog-heavy, overgrown forest where something has clearly gone wrong with the world. Glowing particles drift through dark undergrowth, hinting at something unnatural beneath the surface. The forest isn't just a setting, it's her territory, the place she hunts and hides and disappears into when she needs to. Together, the character and her world sketch the outline of a post-apocalyptic story that feels less like an action game and more like a quiet, creeping dread — the kind that lives between the trees.
The Streets We Used to Walk
The Streets We Used to Walk is a 2D side-scrolling game concept rooted in personal memory, specifically, the fading recollection of childhood visits to San Francisco's Chinatown and the family that made those moments feel whole. The game follows a character and her cat companion navigating nighttime Chinatown streets, guided by the ghost of a grandfather figure, collecting items tied to memory and rediscovery.Every visual element was designed with intention. The environments draw from the quiet after-hours feeling of a place half-remembered, warm lantern light against darkened storefronts, streets that feel both familiar and just out of reach. The inventory system, themed around the imagery of a red envelope, organizes collectibles that reflect a Chinese American childhood: Pocky, hot dog baos, paper cranes. The character and her cat companion were designed to feel expressive and story-driven, their silhouettes readable and full of personality. Together, these pieces explore what it means to grieve a memory, reconnect with your roots, and find the courage to return somewhere that once felt like home.
Keep up with my latest posts here:
Flying Graysons - Poster Exploration Series
Keep up with my latest games here:
Generic Dating* Simulator
Generic Dating* Simulator is a satirical, text-based dating sim built in Twine, developed as part of ARTG 170A at UC Santa Cruz. The game features pixel art, branching narrative paths, and 13 unique endings across a school setting filled with meta humor and exaggerated romance tropes. I contributed as a writer, character designer, and implementer for Rowan, one of four main characters, crafting their arc around themes of miscommunication, boundaries, and the aromantic spectrum, and bringing it to life in Twine.
Between Worlds
Between Worlds is a short, atmospheric puzzle game built in Godot, developed as part of ARTG 170A at UC Santa Cruz. Players explore an immersive 3D art gallery and complete jigsaw puzzles across four distinct art styles, including photographic, digital, watercolor, and traditional media, each gradually revealing a final masterpiece. I served as team lead, designed and built the 3D gallery environment, created the Fall puzzle artwork, and implemented its mechanics in Godot.
Static Between Us
Static Between Us is a first-person narrative survival game built in Godot, set nine months into a zombie apocalypse. Players follow Jessie, a survivor who picks up a mysterious radio signal from a stranger named Rose, and must decide whether trust is still possible in a world gone wrong. I contributed as a writer, concept artist, and designer, assisted with level design, and implemented voice lines into the Dialogic system. Developed collaboratively with a nine-person team, featuring full voice acting.







































