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Selected work ↙OnlyHands / Original IP / In developmentNothing Projects Interactive

Culture,
made playable.

OnlyHands is an original fighting game and entertainment universe.

From personal sources to characters, places and real-time encounters—the making of an original world.

Follow the making

The cast

The cast, together

Cinematic ensemble frame

Selected works & development16 artist studies / Seven chaptersThe complete collection
01 / The premiseCulture becomes playable

Give culture
a world of its own.

What could a fighting game become if the people shaping contemporary culture helped shape the world itself?

Personal history, music, performance and cultural research inform characters with their own identities, fighting styles and stories. The work moves from a person to a silhouette, from a silhouette to behavior, and from behavior to a place within the world.

The selection brings those disciplines into view together. A pendant, a garment, a street and an interface can carry different parts of the same idea.

Nothing Projects’ role

One creative direction.
An entire world of work.

  • Original IP & strategy
  • Creative direction & identity
  • Character & world development
  • Game & interface design
  • Motion & audiovisual direction

Developed by Nothing Projects Interactive in partnership with Republic Records.

Metro Boomin
Executive Producer
Season 01 Cover Artist

02 / The cast16 selected artist studies

Identity has
a silhouette.

Recognition begins with the body: proportion, posture, garment weight and the space around a figure. Personal symbols make that outline specific.

The cast is developed as a collection of distinct presences. A quiet white tank, an inflated blue shell and an elaborate ceremonial look belong to the same world while carrying different histories and intentions.

Selected model studies and look visualizations. Open any work to explore its context and related development.

The design criterion: recognizable in one second, at ten percent scale.

Explore every artist study & look
03 / The makingSource / Interpretation / Construction

The evidence
behind the image.

An artist’s personal object becomes a specification. A material reference becomes a drawn volume. A character’s outline has to hold up in motion.

Follow three movements through the making: sources translated into form, a body given presence, and an identity explored through changing selves.

I / TranslationMaterials / Objects / Form

Four translations / Material & form

Before a silhouette,
a specific source.

The common drawing language leaves room for very different people. A knit becomes structure. Fur changes an outline. Jewelry gives the body another anatomy. Ordinary clothes establish a quiet presence. Each connection begins with a specific source.

Boosie Badazz01 / Source → Form

Boosie Badazz

Patterned knitwear

Artist photograph reference

Boosie Badazz

COOGI WITNESS

Character model study

Pattern becomes structure.

The artist’s patterned knitwear carries color and texture into the protective form of a vest. The full atlas follows that translation through its garment studies.

Key Glock02 / Source → Form

Key Glock

Fur as volume

Garment reference

Key Glock

RUSSIAN CREAM

Character model study

Volume makes the silhouette.

White fur expands the edge around the head. Its scale establishes a recognizable outline before the details resolve.

Lazerdim70003 / Source → Form

Lazerdim700

A skeleton outside the body

Jewelry reference

Lazerdim700

SPEED OF DARK

Character model study

Jewelry becomes anatomy.

The reference places a metallic skeleton outside the body. The rib structure becomes a defining part of the character’s image.

Ian04 / Source → Form

Ian

Straight profile

Garment reference photograph

Ian

WHITESPACE

Character model study

Drape carries the identity.

Straight dark trousers establish the baseline. The character adds weight, wrinkles and volume while keeping the quiet profile of a white tee and black trouser line.

References and authored development retain their own labels. Open a pair to look closely at the translation.

Read the selected comparisons

Audrey Nuna / Material into character

Softness becomes
an architecture.

Clear and opaque. Flesh and structure. The material reference, authored drawing and look visualization let the same tension be followed across three kinds of evidence.

Sauce Walka / The personal object

Specificity survives
the translation.

The 102 pendant grounds the work in a personal vocabulary. The authored jewelry plate turns that source into a repeatable design language; the character gives it a place on the body.

II / PresenceConstruction / Model / Film

Metro Boomin / One governing identity

From structure
to presence.

The bandana, glasses, pendant, weighted trouser line and asymmetrical hands stay legible across construction, model and motion studies. Control and restraint are carried by the whole figure.

Metro Boomin

The internal construction

Annotated construction study

Metro Boomin

Weight, viewed in space

Model visualization

Metro Boomin

Personality between attacks

Body-language visualization

The same direction, in time

Light. Weight.
Voice. Silence.

The reveal film brings the character’s presence into rhythm. The silhouette registers, the light locates the body, and the portrait pendant keeps the private source in view.

Metro Boomin / NO CAPE INDEX character film

NO CAPE INDEX / Character filmPremiered at NYCC
III / TransformationTime / Public image / Another self

Tay-K / The Infinite Reflection

The image runs.
The person waits.

The public image, the waiting body and the imagined self move through time differently. Three forms give that fracture an outline, an object and a relationship to movement. The fiction mirrors the making of an avatar from confinement, while leaving reinvention unresolved.

Tay-K

The Infinite Reflection

Cinematic concept

Kodak Black / Four public readings

Icon. Meme.
Monster. Myth.

Each public reading captures something recognizable and leaves something outside the frame. Color, clothing volume, equipment and outline change the story being told. These concept-to-model comparisons make those decisions visible.

Character and narrative proposals document development. Kodak Match’s tracking-loss idea belongs to the cinematic study; in-match mechanics remain proposed.

A character’s identity has to survive changes in material, scale, movement and context. The next chapter gives that body a place to belong.

04 / From the body to the world
04 / The worldArchitecture / Material / Life

A world with
a life of its own.

Old brick, repaired concrete, overhead wires and everyday commerce remain present inside a city shaped by new systems of attention and control.

Its identity lives at different scales: the skyline above a body, the room around an encounter, the sign outside somewhere familiar. Follow those decisions from the street into the places people occupy.

Enter the World Atlas

The city

The vertical city

Cinematic frame

World planning

The city / sector study

World planning drawing

World planning / Places in relation

A place in
a larger plan.

The planning drawings bring Main Street and the Chicken Spot into one street sector. The garage, cathedral, club and shared hubs establish other centers of activity. Routes and thresholds become part of the world’s design.

Read the planning drawings
I / Main Street

Keep the city’s accumulated life.

The street keeps
its memory.

Storefronts, faith, advertising and utility share a compressed frontage. Weathering and repair give the neighborhood a history; distant towers place another scale of power above it.

The city

Main Street

Environment development

The city

Old city, new control

Architecture concept study

The spatial decision

The painterly architecture study gathers low roofs, narrow gaps and improvised additions beneath taller structures. In the developed street, the same contrast becomes a view from the ground.

Inside Main Street

Sensor language

Horizontal aperture / form study

Sensor form concept

Object / Attention / Encounter

The street
notices you.

A sign asks a person to breathe. A screen returns a fight as a public image. Fixtures, messages and repeated figures make attention part of the place. Follow the original concepts and annotations to discover what the world is offering—and what it asks in return.

A second look at the street
II / The Chicken Spot

An ordinary place earns its specificity.

Somewhere
to return to.

The long fascia, central entrance and street railing hold the place together as the design develops. A drawn crown gives way to an LED sign. Menus, yellow seats and a resting figure carry the storefront into everyday life.

Collected interior reference

The Chicken Spot

Counter, seating, menu wall

Shop interior photograph reference

Authored environment concept

The city

The Chicken Spot / The starting image

Environment concept

Developed environment

The city

The Chicken Spot

Environment development

A closer reading

A place, in its details.

Detail from The Chicken Spot

A public face in a single line.

The continuous red lettering makes the shop legible from across the street. Its glow carries the name beyond the fascia and onto the pavement.

A location, in depth

Follow the food-counter references, facade studies and developed views in the complete place study.

Inside the Chicken Spot
III / The club

A signal. A threshold. A room.

The entrance
changes the world.

A small canopy and vertical sign promise something beyond the closed facade. Inside, a blue oculus, a suspended mechanism and projected performers turn light and reflection into the architecture of spectacle.

The city

Nightlife / The interior

Environment development

The city

Nightlife / The exterior

Environment development

The city

Nightlife / The threshold

Environment detail

The working facade

Vents, power boxes, cables, notices and a camera remain visible at the entrance. The spectacle belongs to a building with ordinary working parts.

Inside the club
IV / Rooms & power

Different spaces place different demands on a body.

A room changes
a person’s scale.

The cathedral holds a long view through stained light, damaged stone and scaffolding. Its cinematic counterpart concentrates sacred scale around a seated figure. The setting carries part of the character’s presence.

Inside a design decision / The Cathedral

Keep the order.
Give it resistance.

A Gothic elevation brings a strong central axis. The brief asks how fracture and construction can disturb that order while keeping the whole composition legible.

01Test the vertical balance.

The Cathedral

A symmetrical elevation

Architectural composition drawing

The paired elevations already test a change: one tower rises, shifting the weight of the outline while the central arch remains.

02Compose the interruption.

The Cathedral

Breaking the building’s symmetry

Architectural composition drawing

The broken peak, cranes and scaffolding carry opposing angles across the building. The additions become part of its gesture.

  1. The constraint
    Keep a form to read.

    The central axis, arch and towers establish an order that the interruptions can work against.

  2. The intervention
    Give each break a direction.

    The brief aligns fracture and construction with opposing tension angles, limiting the composition to one to three major interventions.

  3. The consequence
    Let repair shape the silhouette.

    Construction and decay acquire visual weight. Their placement lets a rigid building carry tension, movement and a history of adaptation.

A related spatial reading / Developed interior

The city

The cathedral

Environment development

Architecture / The cinematic frame

The room finds
a human center.

The interior keeps the long axis, arches and stained light legible among scaffolding and damaged stone. The separate film composition brings that scale to a seated figure.

The city

Belief, held in a frame

Cinematic frame

The parking garage

Weight overhead.
Light in pockets.

Concrete columns, low ceilings and abandoned cars break the view into separate fields. A utilitarian room becomes dense with obstruction, shadow and concentrated signals.

Explore the lighting studies

The city

The parking garage

Environment development

The institution

Elsewhere, circular chambers, repeated identities and monumental apparatus give systems of control their own architectural form.

Inside the institutions
V / Beyond the commercial street

Give the world another pace.

The horizon
opens out.

Neighborhood signs, water towers, palms, drainage water and painted skies broaden the world’s geography. Ordinary infrastructure remains the anchor as the density falls away.

VI / Life between fights

A world is also the time spent in it.

Someone has
been here.

Waiting, watching and moving through the neighborhood give the world a human scale. A precise street name, a lit doorway or the distance between two figures can locate a person as clearly as a costume.

Nardo Wick

LUCID WICK

Character model study

Nardo’s teaser storefront and the world’s Justina sign are separate images, read together through their precise use of darkness, light and place.

The cast

A shared world

Character & world composition

The world continues inside the screen, its audience and the space of reflection.

Every system has a presence
05 / Identity & interfaceGraphic voice / Interaction / Inhabited screens

Every system
has a presence.

A fight becomes a record, an image and another choice.

The interface gives those changes a form. A person is selected, a place is chosen, an opponent becomes ready. After the encounter, the player is addressed as a winner, a subject of review and someone who can return.

The design problem is to make each action clear while letting the world’s institutions, voices and values remain present.

Media Grid

Every system has a presence

Interface composition study

Selected identity and interface development, 2025–26. Original compositions, prototype captures and written interaction specifications retain their different roles as evidence.

I / Choice & preparation

Carry a choice
into the world.

Selection is the first act of participation. These studies keep a character, a location and another person in view as the encounter takes shape.

Each screen has a different responsibility. Together, they prepare the fight without letting the player’s choices disappear between menus.

Character selection / CORE LOOP UI & UX, 2026

The composition

Recognition becomes a choice.

A portrait establishes the person. Beside it, a posed, full-body figure presents the character. The two images let recognition and a possible fighting identity occupy the same screen.

The design responsibility

The selection brief asks for a clear style read, a name, a stance and a lock-in. The character has to become a choice someone wants to make.

Interface design studies. Names, attributes and values belong to the source compositions; they describe development rather than current feature availability.

II / Outcome & continuation

The fight ends.
Its image continues.

The post-match brief treats the ending as a climax, a record and a route onward. The street remains behind the interface while a cyan double, a verdict and a post-fight audit reorganize what just happened.

The contrast matters: combat asks the player to read bodies in motion; this result study proposes a separate moment to read the encounter as information.

Post-match interface

Verdict, record, next action

Interface design study

A closer reading

Four responsibilities in one composition.

Detail from Verdict, record, next action

The system makes a declaration.

The winner is confirmed beside notices that a capture has been saved and an archive updated. In this design study, the fight becomes an official record as well as a personal outcome.

Graphic design / Narrative consequence

A result can become
a condition.

The result study gives an outcome a visible form. The narrative framework asks how the way a fight is remembered and broadcast can shape the conditions of the next encounter. Recognition, reflection and the city’s response become part of what a person returns to.

Follow the sensor feedback study
Two compositions, one design problem.

Post-match interface

The verdict as a composition

Alternate result design study

An alternate direction

What receives
the first glance?

The alternate study gives VERDICT a large central heading. The other composition distributes attention between winner, recorded body and audit. Read together, the studies expose a question of hierarchy: how much of the ending belongs to the declaration, the person and the next action?

Parallel design studies. Their juxtaposition does not establish a final selection or a sequence of implementation.

III / Motion & state

A transition
has a responsibility.

The flow specifications make continuity a design requirement. A screen should finish leaving before the next one arrives; the chosen character, arena and encounter must survive the passage.

Waiting also carries social information. Knowing that another person has accepted, is choosing or is ready gives a pause a meaning.

Motion specification / Three phases

  1. 01

    Exit

    Finish the departing screen’s animation.

  2. 02

    Load

    Hold until the destination is ready.

  3. 03

    Arrival

    Bring in the next screen with the same choices intact.

Waiting for another person

Make the pause legible.

  1. Accepted
  2. Choosing character
  3. Character locked
  4. Ready

Reading of the August 2026 match-flow specifications. These are requirements for interaction and motion, rather than a demonstration of completed behavior.

IV / Wordmark studies / Visual identity

Different acts.
Different voices.

The player moves between physical encounter, private reflection, self-presentation and public viewing. The identities give those acts different graphic voices. Their differences make the world feel inhabited by several systems, each with its own manner of address.

01Fight

FIGHTLINE original wordmark study

Force / Direction

FIGHTLINE

Stacked, forward-leaning letters sit inside an orange faceted enclosure. The mark gives the encounter a concentrated sense of force before a body moves.

02Reflect

MIRRORTHREAD original wordmark study

Image / Construction

MIRRORTHREAD

A field of small points resolves into a name. The letter remains readable while its construction stays visible: an image held together from separate parts.

03Customize

CURATEL original wordmark study

Space / Selection

CURATEL

Open, rounded strokes and generous spacing give the name a measured pace. Beside the density of FIGHTLINE, this identity leaves more room around the act of self-presentation.

04Watch

WATCHLINE original wordmark study

Publication / Screen

WATCHLINE

Serif letterforms acquire stepped, pixel-like edges. The mark brings the character of a printed title into the visual texture of a screen.

Selected identity studies from the development archive. The Media Grid preserves a different CURATEL direction.

V / Private & public

An interface
can be a place.

The safehouse explores a private address: a room, personal objects, reflective surfaces and controls at the edge of the view. Broadcast studies give an image a different address—a frame, a room and people watching.

The same design practice moves between a screen someone uses and an image other people encounter.

MIRRORTHREAD

MIRRORTHREAD / Safehouse

Early interface prototype

MIRRORTHREAD / Early safehouse prototype

The room
holds the interface.

Glass blocks, a draped sofa, a CRT and labeled access bays make the interface part of an apartment-like interior. EDIT SAFEHOUSE, EXIT and circular edge controls remain visible within that setting.

The dated v0.07 prototype is evidence of a spatial approach. The later system framework distinguishes MIRRORTHREAD’s reflection from CURATEL’s self-presentation and SANC’s combat knowledge.

WATCHLINE / The witness layer

A private action
finds a public.

A fight can be encountered by someone who never entered it. The broadcast compositions give that relationship an architectural and social form: an image occupies a frame; people gather around it.

The spectator brief reduces the interaction to finding a fight, opening it, following the action and returning. The larger idea has to remain legible in that simple act of watching.

The institutions

WatchLine / the screen as an object

Cinematic interface detail

These studies follow identity through a choice, an encounter, a record and an audience. In play, the body has to carry that identity through every exchange.

The work in play
06 / The work in playReal-time 1v1 fighting

The image has
to hold under play.

No HUD. No health bar. No timer.

Positioning, timing and momentum shape each exchange. Posture, camera, sound and physical reactions communicate its changing state. The same character and world direction has to remain legible under a player’s control.

ONLYHANDS / NYCC gameplay

App flow / Character selection / The fightDevelopment build · Shown at NYCC

Read the body

Guard. Breath.
Recovery.

A committed strike and its recovery give the other player something to read. Framing and sound keep contact and consequence clear.

SANC / Sanctioned Combat Network

Movement is
a body of knowledge.

The research includes 52 Blocks, Louisiana Sidestep and Brownsville style. SANC gives that knowledge an institutional place within the world: an archive, conservatory and movement laboratory.

Institutional design / Development study

07 / The project todayAn ongoing body of work

A world
in development.

At New York Comic Con on October 8, 2026, the team presented Metro’s character reveal, gameplay and the official trailer. The work spans a playable development build, character and environment archives, films and an evolving family of identities.

OnlyHands remains in development for iOS and Android.

Watch the premiere conversation
Continue through the collection

396 works.
Many ways in.

Browse by artist or discipline. Follow a source object into a character, a character into a scene, or a scene back to the decisions that made it.

Open the complete selection
Credits & a note on the archive

Character models, authored concepts, world imagery, interface studies and films: ONLYHANDS / Nothing Projects Interactive. Research references are identified separately from authored work. This selection draws on the Characters & Development presentation, the supplied frame collection and the existing character studies. Concepts, look visualizations, institutional designs and prototype interfaces describe development; cinematic frames remain distinct from gameplay evidence. Metro Boomin is Executive Producer and Season 01 Cover Artist. The NYCC conversation featured Metro Boomin and Zane Comer, moderated by Carl Jones.

Nothing Projects / Original worlds

OnlyHands.

Discuss a project Visit OnlyHands
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OnlyHands

Selected work