The Last Mission of Yuri

The Last Mission of Yuri is a game about exploring a strange lonely journey of a Soviet astronaut. The player is blocking in a space station and tries to escape from it via listening to the radio and adjusting the gravity system. Through the experience, the player would step by step find out what happened to the protagonist and the reality behind this daydream.


Responsibility: Narrative Design, Technical Art, UI/UX, Sound
Genre: Puzzle, Walking Simulator
Platform: macOS, Windows 

Highlights: Gravity Change|Brutalism Archetecture|Space Race

Design Process


Game Cover

The cover is inspired by Soviet space race posters and the old-style notebook around 70th. The maroon and lemonade colors were used very frequently in Soviet illustrations so those two colors are chosen as the main tune. I also added a wrapped paper texture as a multiply layer to make it look like a vintage book cover. 




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The menu is a flippable notebook including the following functions: start, map guide, settings, and a playable in-game MP3. The player can turn pages by clicking on the corner of each page. The menu also contains some narrative elements such as the character's signature and ink spot to emphasize that it is also part of the story.



Level1: The space capsule

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Level1 is about escaping from the dark capsule. The player would wake up alone in this small room with only a radio and a manual book. They can control the three buttons on each wall side and rotate with the capsule until the two triangles signs could combine together. To create an atmosphere of loneliness and fear, I decide to choose navy as the main environment color, dark rose as the dangerous sign, and light emission green as the safe sign. The decoration posters on the wall also provide the hint that the player should know.


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Level2: The hall

Level2 is a hall in which the player needs to find the right passcode by observing the environment or listening to the specific radio channel. Its main colors are white and light green to create a calm and safer atmosphere compared with level1. The design was inspired by the movie: 2001 A Space Odyssey.


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Level3: The black hole

Level3 is a transition level that connects the realistic spaceship and the surrealist brutalist building. I built a scene that combines both black whole and neutral cranial nerves to indicate that the whole game story actually happens in the protagonist's mind. The idea was inspired by the movie Interstellar.


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