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Design works

No Water — Arabian Rogue-like

By Bokhari Hamid · Creative DirectorBuried Games

No Water is an unreleased rogue-like set in a fantasy world drawn from UAE and Arabian heritage — a kingdom thriving beneath a giant Mother Palm, around a great oasis inspired by the real Al Ain Oasis in Abu Dhabi. During his time at Kashkool Games, Bokhari developed the IP's visuals end to end — the world and its environments, characters and creatures, the UI/UX, and level design — and shares this selection here with permission.

At a glance

Designed by
Bokhari Hamid — Creative Director
Discipline
Concept Art · Character Design · Game UI/UX · Level Design
Tools
Photoshop · Blender · Unity
Year
2026

Gallery

The game world — the Oasis kingdom
The game world — the Oasis kingdom
Design iterations around the palm-kingdom idea
Design iterations around the palm-kingdom idea
The player hub perched above the giant palms
The player hub perched above the giant palms
Interactable objects inside the hub
Interactable objects inside the hub
The teleport portal concept
The teleport portal concept
Protagonist designs inspired by Abbas ibn Firnas
Protagonist designs inspired by Abbas ibn Firnas
Playable and in-game characters
Playable and in-game characters
Companion creature concept
Companion creature concept
Companion animation sheet
Companion animation sheet
Creature color options drawn from Emirati textiles
Creature color options drawn from Emirati textiles
The game hub UI, implemented in Unity
The game hub UI, implemented in Unity
Level concept framed like an in-game screenshot
Level concept framed like an in-game screenshot

01

A world grown from an oasis

The world-building starts from two anchors of Gulf life — the palm and the oasis. The kingdom rises beneath the canopy of the Mother Palm, its player hub perched above the fronds, and its layout echoes the real Al Ain Oasis in Abu Dhabi. The protagonist takes his cue from Abbas ibn Firnas, the Andalusian polymath credited with the first flight attempt.

The role covered the full visual layer: environments and design iterations, playable characters and Pokémon-style companion creatures with animation sheets and color options drawn from Emirati textiles, the game's UI/UX implemented in Unity, and the level design from layout to screenshot-style concept.

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