Work
Development fragments.
Selected visual notes from the current shape of The Hollow Between.
Process
How the work finds its edges.
We begin with a feeling that can survive being tested. A place, a line of dialogue, or a small mechanical pressure has to point toward the same center before it becomes part of the build.
Visual development stays close to writing. If a station looks abandoned, we ask who left it that way, what the room still wants, and how the player can read that without being told.
Systems are added only when they make the world more legible. We would rather tune one route until it carries consequence than add ten routes that only increase the map.
The result is a slow loop: sketch, build, play, remove, and listen again. The hollow gets clearer when the extra noise leaves.