The Nightmare Society

The Nightmare Society is a proof-of-concept animated project that serves as a foundation for a potential larger anthology series. As the director, I developed the core concept and oversaw its execution, creating a singular inciting episode that explores the stylistic and narrative possibilities of the world. This project was designed to test the feasibility of blending multiple animation styles within a single cohesive story, using shifting visuals to reflect the fluid and unpredictable nature of dreams. While the full aspirations of The Nightmare Society remain conceptual, this proof of concept establishes its potential as an ongoing series. I directed the animation process, guided the artistic direction, and worked with a diverse team of animators, allowing them creative freedom within structured design principles. The result is a project that not only showcases the versatility of animation but also lays the groundwork for what could evolve into a fully realized production.

Client

UMBC

DELIVERABLES

Animation Concept Development Worldbuilding Storyboarding Character Design Visual Development

Year

2021

Role

Director, Creative Direction, Animator

This moodboard was the starting point for conceptualizing The Nightmare Society. It reflects a collection of key inspirations that helped shape the project's visual and thematic direction. I drew from various works that explore dream logic, shifting realities, and government oversight of the supernatural, blending these influences into a distinct and cohesive vision. For dream-focused narratives, I looked at films like Inception, Waking Life, and The Wizard of Oz, each offering different interpretations of dreamscapes—from structured layers of consciousness to surreal rotoscoped storytelling and the classic contrast between reality and fantasy. Although I had not seen Paprika during the production of The Nightmare Society, it later became a strong influence on my work beyond this initial concept. On the other hand, games like Control and Death Stranding helped shape the structured, procedural side of the project. Control provided inspiration for the bureaucratic regulation of the unknown—reflected in the authoritarian nature of the Nightmare Society organization, its strict hierarchy, and its sterile approach to dream analysis. Death Stranding introduced the idea of liminal spaces that exist between dimensions, inspiring my interpretation of dreams as potential gateways to alternate planes of existence. The aesthetics and mechanics of these works—such as special equipment, uniformed agents, and vast, surreal landscapes—were key elements I wanted to bring into my own project. By synthesizing these influences, I aimed to create a world that feels both grounded and otherworldly, a space where the boundaries of reality are fluid, yet the systems attempting to regulate them are rigid and clinical.

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Moodboard

This moodboard was the starting point for conceptualizing The Nightmare Society. It reflects a collection of key inspirations that helped shape the project's visual and thematic direction. I drew from various works that explore dream logic, shifting realities, and government oversight of the supernatural, blending these influences into a distinct and cohesive vision. For dream-focused narratives, I looked at films like Inception, Waking Life, and The Wizard of Oz, each offering different interpretations of dreamscapes—from structured layers of consciousness to surreal rotoscoped storytelling and the classic contrast between reality and fantasy. Although I had not seen Paprika during the production of The Nightmare Society, it later became a strong influence on my work beyond this initial concept. On the other hand, games like Control and Death Stranding helped shape the structured, procedural side of the project. Control provided inspiration for the bureaucratic regulation of the unknown—reflected in the authoritarian nature of the Nightmare Society organization, its strict hierarchy, and its sterile approach to dream analysis. Death Stranding introduced the idea of liminal spaces that exist between dimensions, inspiring my interpretation of dreams as potential gateways to alternate planes of existence. The aesthetics and mechanics of these works—such as special equipment, uniformed agents, and vast, surreal landscapes—were key elements I wanted to bring into my own project. By synthesizing these influences, I aimed to create a world that feels both grounded and otherworldly, a space where the boundaries of reality are fluid, yet the systems attempting to regulate them are rigid and clinical.

Character/Style Concept
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I created as a direct guide for the animators working on The Nightmare Society. Rather than just describing the artistic direction, I personally rendered my characters—Eshe and Adonis—in multiple styles to demonstrate the flexibility I was looking for. Each interpretation showcases how far the characters could be pushed stylistically while still maintaining their core identity. At the center, I provided my default style that I would be working in as a reference point. The surrounding variations highlight different artistic possibilities, giving animators a clear sense of the creative range they could explore. This ensured that while every artist brought their own unique touch to the project, the characters remained recognizable across different sequences. Adonis, the main character, was particularly important in this process, as he was based on me—I portrayed him in the live-action sections and provided his voice. By rendering him in multiple styles, I established a visual language for his adaptability, reinforcing the dreamlike nature of the animation. I wanted each animator to bring their own artistic voice into the mix, but in a way that still made the whole thing feel cohesive.

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Storyboard and Organization

When working with my animators, I wanted to strike a balance between creative freedom and cohesion. I gave them the space to interpret the animation in their own styles while maintaining a few key constants to keep everything feeling unified. To help guide them, I provided storyboards, but rather than overwhelming them with an entire sequence at once, I cropped and assigned specific sections tailored to their scenes. Along with these frames, I included written descriptions that outlined the key beats, clarifying the mood, pacing, and important visual elements. I also provided directional notes to highlight essential character movements, transitions, or effects that needed to remain consistent across the project. In some cases, if a scene required additional clarity, I sent reference images to help guide specific stylistic choices, compositions, or motion ideas. Because this project embraced a multi-artist approach, my directions were structured yet open-ended. Each animator had the freedom to interpret and stylize their assigned scenes, but they needed to ensure the characters remained identifiable and the animation flowed naturally. The storyboards acted as a guide rather than a rigid framework, offering structure when needed while allowing room for interpretation. This method allowed each artist to bring their own vision to the piece while maintaining a cohesive thread, reinforcing the fluid, dreamlike nature of the animation.

Characters

When I put together this character lineup for The Nightmare Society, my main goal was to make something that wasn’t just visually cool but also gave a real sense of the vibe and structure of the organization. Every agent has their own distinct look, with uniforms and badges customized to fit their department, and I wanted their posing and expressions to reflect both their personalities and the kind of work they do. The layout itself was just as important—I wanted this lineup to feel like an introduction to the Nightmare Society as a whole, where you could immediately get a sense of who these people are and how they fit into this world. From the start, one of my biggest priorities was making sure that The Nightmare Society was built around diversity. I was never interested in having just one “face” of the series; I wanted the cast to be as varied and expansive as possible. So much of animation and storytelling is dominated by the same kinds of characters, and I wanted to push against that. I put minority characters at the forefront, making sure to include as many different races, ethnicities, nationalities, ages, sexual orientations, and gender identities as possible—not just for representation’s sake, but because that’s what makes a world feel real and lived-in. My hope is that as new artists and animators come in to work on this, they’ll bring even more diversity and expand the cast even further. For this particular “episode” of The Nightmare Society, the focus is on Adonis and Eshe, with voice appearances from Evangeline and Mira and a reference to the Director, Chrysanthemum Abaddon. The way I envisioned structuring the series, each episode would follow a different agent, giving them their own dedicated story while also weaving in the bigger overarching narrative. No one is just a side character—everyone gets their moment, and even when one character is in the spotlight, the others still play supporting roles in ways that tie the whole world together. In this case, Adonis is the main character of the episode, while Eshe’s after-credits scene acts as a teaser, setting up her own future storyline while also hinting at the larger mysteries of the Nightmare Society. I wanted this series to feel fluid, constantly evolving with new perspectives and artistic influences, and this lineup is just one piece of that. Every part of The Nightmare Society—from its characters to its structure—is about breaking out of rigid storytelling norms and making something that feels expansive, immersive, and deeply intentional.

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Nightmare Cards

Nightmare Cards are a core element of The Nightmare Society, evolving alongside both the fictional organization and the production of the project itself. Originally, they were conceived as supernatural artifacts—self-generating symbols that determined the danger levels of dreams. However, as the world of The Nightmare Society expanded, so did the role of these cards, shifting from mystical tools to something more structured and integrated into the Society’s bureaucracy. This evolution mirrored the development of the project. As I refined the concept, I reimagined Nightmare Cards as a functional system within the story, leading to the idea of an app—something sleek, modern, and intuitive, like a dream-hunting gig service. This not only added depth to the worldbuilding but also shaped how the story could be told. The app’s interface became a visual element in production, with animations created in Adobe Illustrator and After Effects, which were then played on an actual phone screen for live-action sequences. Beyond their in-story use, Nightmare Cards also influenced design choices for the NMS itself. Their distinct symbols and ranking system became a core part of the organization’s aesthetic, even leading to the creation of ID badges for personnel. These visual elements help define the hierarchy and mystery of the Society while adding another layer of immersive storytelling. Ultimately, Nightmare Cards aren’t just a narrative device; they’re a production tool that shaped the way The Nightmare Society is presented, both visually and thematically. They serve as a bridge between supernatural mystery and structured storytelling, reinforcing the evolution of the Society—and the project itself.

NMS Phone App

The Nightmare Society App reimagines how dream agents interact with their work, blending supernatural mystery with the structure of a modern gig economy. Initially, Nightmare Cards were abstract symbols that hinted at the dangers within a dream, but as the world of The Nightmare Society expanded, the need for a more intuitive and immersive system became clear. The app emerged as the solution—essentially “Uber for dreams,” as some colleagues described it—transforming the cryptic symbolism of the cards into a sleek, user-friendly interface. From a story perspective, the app serves as the primary tool for agents to accept and assess jobs. It provides a detailed breakdown of the dream type, its associated risks (translated from the original Nightmare Card methodology), and biographical information about the dreamer. Account numbers are more than just IDs; they carry subtle meanings tied to the dreamer’s name and indicate whether they’re using the standard (NMS) or premium (NMSP) version of the service. This systematized approach plays into the show’s B-plot, which explores the NMS’s transition from a secretive operation to a public service. The selective availability of psychological profiles, for instance, creates tension, as agents like Adonis often enter dreams without a full understanding of the risks, highlighting the ethical dilemmas of making dream intervention widely accessible. On the production side, the app was designed to function as a tangible, in-universe tool. The interface was built in Adobe Illustrator, with animations created in After Effects to simulate its interactive features. These animations were then played on an actual phone screen during live-action filming, allowing actors to interact with the app as if it were a genuine piece of technology. This approach not only grounded the app in the reality of the NMS universe but also added a layer of authenticity to the production, making it feel like a tool developed by the organization itself. The app’s design reflects the NMS’s blend of clinical professionalism and supernatural mystery. Its minimalist, dark interface is accented by vibrant danger indicators and subtle nods to the original Nightmare Cards, creating a visual language that feels both modern and otherworldly. The animations—smooth transitions, dynamic visuals, and real-time updates—mirror the efficiency and precision of the NMS, while also serving as a visual shorthand for the organization’s evolving identity.

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NMS ID Badges

The evolution of the Nightmare Cards took a new direction with the introduction of NMS ID Badges, transforming the enigmatic symbols into a functional system for identifying and organizing the Society’s staff. As government employees, every member of the Nightmare Society needed official identification to navigate the organization’s secretive operations. However, I wanted these badges to retain the mystique of the original Nightmare Cards, feeling less like bureaucratic tools and more like membership tokens for an exclusive, clandestine club. The ID badges adopted the same abstract symbols and color-coding system as the original Nightmare Cards, but with a new purpose: to denote rank, department, number designation, and clearance level. Each badge was uniquely designed for individual staff members, with subtle variations in symbols and colors reflecting their role within the NMS. This system added an extra layer of intrigue, as the meaning behind the symbols remained undefined, leaving room for interpretation and speculation. The ID badges were a visual representation of the NMS’s hierarchy and culture. Their design—minimalist yet cryptic—reinforced the Society’s blend of clinical professionalism and supernatural mystery. By repurposing the Nightmare Cards into ID badges, I was able to expand their role in the story, turning them into a versatile narrative device that connected the organization’s past and present.

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Nightmare Cards Version 1

The first iteration of the Nightmare Cards was conceived as a supernatural phenomenon—self-generating artifacts that emerged within the Nightmare Society to assess dream danger levels. Featuring abstract shapes and colors, the cards used a cryptic system: the number of shapes indicated threat levels (1 shape = level 1, 2 shapes = level 2, etc.), while colors represented intensity (light yellow = low, red = medium, black = high). This intuitive yet elusive design reflected the unpredictable nature of dreams. Over time, the cards became iconic symbols of the NMS, but their ambiguity made them impractical for the Society’s growing operations. They were eventually replaced by more structured methods, becoming relics of the NMS’s mystical past. Outside the story, the original Nightmare Cards were born from experimentation. I aimed to create a visual language that felt otherworldly, sketching countless variations of shapes, numbers, and colors to balance simplicity and complexity. Their abstract design influenced the NMS’s aesthetic, but as the story evolved, the cards’ convoluted system became too unwieldy. Though replaced, they remain a testament to the project’s creative roots—a blend of mystery, whimsy, and the unknown. The design process was deeply collaborative, with early feedback from colleagues helping refine the cards’ symbolism and functionality. I wanted them to feel like artifacts that existed beyond human understanding, which led to their intentionally vague and mystical presentation. This approach not only added depth to the worldbuilding but also allowed for creative flexibility in how the cards were interpreted by both characters and audiences. Ultimately, the original Nightmare Cards were a foundational element of The Nightmare Society, shaping its visual identity and thematic tone. While they were phased out in favor of more practical systems, their legacy lives on in the NMS’s aesthetic and the story’s exploration of the tension between chaos and order. They serve as a reminder of the project’s origins—a time when the NMS was as mysterious and untamed as the dreams it sought to control.

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The Nightmare Society

The Nightmare Society is a proof-of-concept animated project that serves as a foundation for a potential larger anthology series. As the director, I developed the core concept and oversaw its execution, creating a singular inciting episode that explores the stylistic and narrative possibilities of the world. This project was designed to test the feasibility of blending multiple animation styles within a single cohesive story, using shifting visuals to reflect the fluid and unpredictable nature of dreams. While the full aspirations of The Nightmare Society remain conceptual, this proof of concept establishes its potential as an ongoing series. I directed the animation process, guided the artistic direction, and worked with a diverse team of animators, allowing them creative freedom within structured design principles. The result is a project that not only showcases the versatility of animation but also lays the groundwork for what could evolve into a fully realized production.

Client

UMBC

DELIVERABLES

Animation Concept Development Worldbuilding Storyboarding Character Design Visual Development

Year

2021

Role

Director, Creative Direction, Animator

This moodboard was the starting point for conceptualizing The Nightmare Society. It reflects a collection of key inspirations that helped shape the project's visual and thematic direction. I drew from various works that explore dream logic, shifting realities, and government oversight of the supernatural, blending these influences into a distinct and cohesive vision. For dream-focused narratives, I looked at films like Inception, Waking Life, and The Wizard of Oz, each offering different interpretations of dreamscapes—from structured layers of consciousness to surreal rotoscoped storytelling and the classic contrast between reality and fantasy. Although I had not seen Paprika during the production of The Nightmare Society, it later became a strong influence on my work beyond this initial concept. On the other hand, games like Control and Death Stranding helped shape the structured, procedural side of the project. Control provided inspiration for the bureaucratic regulation of the unknown—reflected in the authoritarian nature of the Nightmare Society organization, its strict hierarchy, and its sterile approach to dream analysis. Death Stranding introduced the idea of liminal spaces that exist between dimensions, inspiring my interpretation of dreams as potential gateways to alternate planes of existence. The aesthetics and mechanics of these works—such as special equipment, uniformed agents, and vast, surreal landscapes—were key elements I wanted to bring into my own project. By synthesizing these influences, I aimed to create a world that feels both grounded and otherworldly, a space where the boundaries of reality are fluid, yet the systems attempting to regulate them are rigid and clinical.

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Moodboard

This moodboard was the starting point for conceptualizing The Nightmare Society. It reflects a collection of key inspirations that helped shape the project's visual and thematic direction. I drew from various works that explore dream logic, shifting realities, and government oversight of the supernatural, blending these influences into a distinct and cohesive vision. For dream-focused narratives, I looked at films like Inception, Waking Life, and The Wizard of Oz, each offering different interpretations of dreamscapes—from structured layers of consciousness to surreal rotoscoped storytelling and the classic contrast between reality and fantasy. Although I had not seen Paprika during the production of The Nightmare Society, it later became a strong influence on my work beyond this initial concept. On the other hand, games like Control and Death Stranding helped shape the structured, procedural side of the project. Control provided inspiration for the bureaucratic regulation of the unknown—reflected in the authoritarian nature of the Nightmare Society organization, its strict hierarchy, and its sterile approach to dream analysis. Death Stranding introduced the idea of liminal spaces that exist between dimensions, inspiring my interpretation of dreams as potential gateways to alternate planes of existence. The aesthetics and mechanics of these works—such as special equipment, uniformed agents, and vast, surreal landscapes—were key elements I wanted to bring into my own project. By synthesizing these influences, I aimed to create a world that feels both grounded and otherworldly, a space where the boundaries of reality are fluid, yet the systems attempting to regulate them are rigid and clinical.

Character/Style Concept
Asset A

I created as a direct guide for the animators working on The Nightmare Society. Rather than just describing the artistic direction, I personally rendered my characters—Eshe and Adonis—in multiple styles to demonstrate the flexibility I was looking for. Each interpretation showcases how far the characters could be pushed stylistically while still maintaining their core identity. At the center, I provided my default style that I would be working in as a reference point. The surrounding variations highlight different artistic possibilities, giving animators a clear sense of the creative range they could explore. This ensured that while every artist brought their own unique touch to the project, the characters remained recognizable across different sequences. Adonis, the main character, was particularly important in this process, as he was based on me—I portrayed him in the live-action sections and provided his voice. By rendering him in multiple styles, I established a visual language for his adaptability, reinforcing the dreamlike nature of the animation. I wanted each animator to bring their own artistic voice into the mix, but in a way that still made the whole thing feel cohesive.

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Storyboard and Organization

When working with my animators, I wanted to strike a balance between creative freedom and cohesion. I gave them the space to interpret the animation in their own styles while maintaining a few key constants to keep everything feeling unified. To help guide them, I provided storyboards, but rather than overwhelming them with an entire sequence at once, I cropped and assigned specific sections tailored to their scenes. Along with these frames, I included written descriptions that outlined the key beats, clarifying the mood, pacing, and important visual elements. I also provided directional notes to highlight essential character movements, transitions, or effects that needed to remain consistent across the project. In some cases, if a scene required additional clarity, I sent reference images to help guide specific stylistic choices, compositions, or motion ideas. Because this project embraced a multi-artist approach, my directions were structured yet open-ended. Each animator had the freedom to interpret and stylize their assigned scenes, but they needed to ensure the characters remained identifiable and the animation flowed naturally. The storyboards acted as a guide rather than a rigid framework, offering structure when needed while allowing room for interpretation. This method allowed each artist to bring their own vision to the piece while maintaining a cohesive thread, reinforcing the fluid, dreamlike nature of the animation.

Characters

When I put together this character lineup for The Nightmare Society, my main goal was to make something that wasn’t just visually cool but also gave a real sense of the vibe and structure of the organization. Every agent has their own distinct look, with uniforms and badges customized to fit their department, and I wanted their posing and expressions to reflect both their personalities and the kind of work they do. The layout itself was just as important—I wanted this lineup to feel like an introduction to the Nightmare Society as a whole, where you could immediately get a sense of who these people are and how they fit into this world. From the start, one of my biggest priorities was making sure that The Nightmare Society was built around diversity. I was never interested in having just one “face” of the series; I wanted the cast to be as varied and expansive as possible. So much of animation and storytelling is dominated by the same kinds of characters, and I wanted to push against that. I put minority characters at the forefront, making sure to include as many different races, ethnicities, nationalities, ages, sexual orientations, and gender identities as possible—not just for representation’s sake, but because that’s what makes a world feel real and lived-in. My hope is that as new artists and animators come in to work on this, they’ll bring even more diversity and expand the cast even further. For this particular “episode” of The Nightmare Society, the focus is on Adonis and Eshe, with voice appearances from Evangeline and Mira and a reference to the Director, Chrysanthemum Abaddon. The way I envisioned structuring the series, each episode would follow a different agent, giving them their own dedicated story while also weaving in the bigger overarching narrative. No one is just a side character—everyone gets their moment, and even when one character is in the spotlight, the others still play supporting roles in ways that tie the whole world together. In this case, Adonis is the main character of the episode, while Eshe’s after-credits scene acts as a teaser, setting up her own future storyline while also hinting at the larger mysteries of the Nightmare Society. I wanted this series to feel fluid, constantly evolving with new perspectives and artistic influences, and this lineup is just one piece of that. Every part of The Nightmare Society—from its characters to its structure—is about breaking out of rigid storytelling norms and making something that feels expansive, immersive, and deeply intentional.

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Nightmare Cards

Nightmare Cards are a core element of The Nightmare Society, evolving alongside both the fictional organization and the production of the project itself. Originally, they were conceived as supernatural artifacts—self-generating symbols that determined the danger levels of dreams. However, as the world of The Nightmare Society expanded, so did the role of these cards, shifting from mystical tools to something more structured and integrated into the Society’s bureaucracy. This evolution mirrored the development of the project. As I refined the concept, I reimagined Nightmare Cards as a functional system within the story, leading to the idea of an app—something sleek, modern, and intuitive, like a dream-hunting gig service. This not only added depth to the worldbuilding but also shaped how the story could be told. The app’s interface became a visual element in production, with animations created in Adobe Illustrator and After Effects, which were then played on an actual phone screen for live-action sequences. Beyond their in-story use, Nightmare Cards also influenced design choices for the NMS itself. Their distinct symbols and ranking system became a core part of the organization’s aesthetic, even leading to the creation of ID badges for personnel. These visual elements help define the hierarchy and mystery of the Society while adding another layer of immersive storytelling. Ultimately, Nightmare Cards aren’t just a narrative device; they’re a production tool that shaped the way The Nightmare Society is presented, both visually and thematically. They serve as a bridge between supernatural mystery and structured storytelling, reinforcing the evolution of the Society—and the project itself.

NMS Phone App

The Nightmare Society App reimagines how dream agents interact with their work, blending supernatural mystery with the structure of a modern gig economy. Initially, Nightmare Cards were abstract symbols that hinted at the dangers within a dream, but as the world of The Nightmare Society expanded, the need for a more intuitive and immersive system became clear. The app emerged as the solution—essentially “Uber for dreams,” as some colleagues described it—transforming the cryptic symbolism of the cards into a sleek, user-friendly interface. From a story perspective, the app serves as the primary tool for agents to accept and assess jobs. It provides a detailed breakdown of the dream type, its associated risks (translated from the original Nightmare Card methodology), and biographical information about the dreamer. Account numbers are more than just IDs; they carry subtle meanings tied to the dreamer’s name and indicate whether they’re using the standard (NMS) or premium (NMSP) version of the service. This systematized approach plays into the show’s B-plot, which explores the NMS’s transition from a secretive operation to a public service. The selective availability of psychological profiles, for instance, creates tension, as agents like Adonis often enter dreams without a full understanding of the risks, highlighting the ethical dilemmas of making dream intervention widely accessible. On the production side, the app was designed to function as a tangible, in-universe tool. The interface was built in Adobe Illustrator, with animations created in After Effects to simulate its interactive features. These animations were then played on an actual phone screen during live-action filming, allowing actors to interact with the app as if it were a genuine piece of technology. This approach not only grounded the app in the reality of the NMS universe but also added a layer of authenticity to the production, making it feel like a tool developed by the organization itself. The app’s design reflects the NMS’s blend of clinical professionalism and supernatural mystery. Its minimalist, dark interface is accented by vibrant danger indicators and subtle nods to the original Nightmare Cards, creating a visual language that feels both modern and otherworldly. The animations—smooth transitions, dynamic visuals, and real-time updates—mirror the efficiency and precision of the NMS, while also serving as a visual shorthand for the organization’s evolving identity.

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NMS ID Badges

The evolution of the Nightmare Cards took a new direction with the introduction of NMS ID Badges, transforming the enigmatic symbols into a functional system for identifying and organizing the Society’s staff. As government employees, every member of the Nightmare Society needed official identification to navigate the organization’s secretive operations. However, I wanted these badges to retain the mystique of the original Nightmare Cards, feeling less like bureaucratic tools and more like membership tokens for an exclusive, clandestine club. The ID badges adopted the same abstract symbols and color-coding system as the original Nightmare Cards, but with a new purpose: to denote rank, department, number designation, and clearance level. Each badge was uniquely designed for individual staff members, with subtle variations in symbols and colors reflecting their role within the NMS. This system added an extra layer of intrigue, as the meaning behind the symbols remained undefined, leaving room for interpretation and speculation. The ID badges were a visual representation of the NMS’s hierarchy and culture. Their design—minimalist yet cryptic—reinforced the Society’s blend of clinical professionalism and supernatural mystery. By repurposing the Nightmare Cards into ID badges, I was able to expand their role in the story, turning them into a versatile narrative device that connected the organization’s past and present.

Asset A
Nightmare Cards Version 1

The first iteration of the Nightmare Cards was conceived as a supernatural phenomenon—self-generating artifacts that emerged within the Nightmare Society to assess dream danger levels. Featuring abstract shapes and colors, the cards used a cryptic system: the number of shapes indicated threat levels (1 shape = level 1, 2 shapes = level 2, etc.), while colors represented intensity (light yellow = low, red = medium, black = high). This intuitive yet elusive design reflected the unpredictable nature of dreams. Over time, the cards became iconic symbols of the NMS, but their ambiguity made them impractical for the Society’s growing operations. They were eventually replaced by more structured methods, becoming relics of the NMS’s mystical past. Outside the story, the original Nightmare Cards were born from experimentation. I aimed to create a visual language that felt otherworldly, sketching countless variations of shapes, numbers, and colors to balance simplicity and complexity. Their abstract design influenced the NMS’s aesthetic, but as the story evolved, the cards’ convoluted system became too unwieldy. Though replaced, they remain a testament to the project’s creative roots—a blend of mystery, whimsy, and the unknown. The design process was deeply collaborative, with early feedback from colleagues helping refine the cards’ symbolism and functionality. I wanted them to feel like artifacts that existed beyond human understanding, which led to their intentionally vague and mystical presentation. This approach not only added depth to the worldbuilding but also allowed for creative flexibility in how the cards were interpreted by both characters and audiences. Ultimately, the original Nightmare Cards were a foundational element of The Nightmare Society, shaping its visual identity and thematic tone. While they were phased out in favor of more practical systems, their legacy lives on in the NMS’s aesthetic and the story’s exploration of the tension between chaos and order. They serve as a reminder of the project’s origins—a time when the NMS was as mysterious and untamed as the dreams it sought to control.

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