OTARA
3D shepherd simulator with a mutating flock.

The new shepherd has to graze the sheep for days—sheep the owner instructed him to protect and keep away from the cliffs.
But the main threat lies within:every night the sheep begin to mutate and transform into monsters.

A 3D shepherd simulator with horror and exploration elements. The player finds themselves among deserted mountain villages, misty pastures, and traces of long-vanished inhabitants. By day, the world appears calm and almost cozy, but at night, the familiar order begins to unravel.
A protagonist escapes the harsh life of the big city and returns to their native village in the mountains.


The shepherd watches the sheep, preventing them from straying, searching for good grazing spots, and bringing everyone home before it gets dark.


During his walks, the shepherd begins to notice the first signs of mutation: strange behavior, physical changes, and unsettling details. The player must carefully examine the sheep and mark those who begin to change.
At various locations, you can find notes, objects, and traces of the lives of people who once inhabited the village before suddenly vanishing.
MUTATIONS
is an echo of the curse cast upon the land by its former inhabitants before they left.
BUT EVENING FALLS
The fog thickens, the sheep are locked in the pen, and the shepherd is awakened by strange sounds…
The player’s task is now to find the mutated sheep and cure them before the changes become irreversible. If the shepherd fails, the sheep will transform into an aggressive monster and begin hunting the shepherd and the rest of the flock.


What the player protects by day becomes a source of threat by night.
TRAILER
PERSONAL CONTRIBUTION
Throughout the year, I worked on level art for the project: sourcing and integrating assets, shaping the game’s visual form, and building a world reference database. I managed the work of the 3D artists, ensuring the visual style remained cohesive.
I also created animations for sheep and monsters, and later handled technical design and the assembly of animations directly within the engine.
Over the past month, I collaborated with Nika to develop a method for narratively presenting the story within the game. Following that, I wrote the in-game text and prepared the technical specification for the modeler.




