EasaraM
At Greystone University, Kara Collins and Adrian Danvers have spent two years doing what they do best: getting under each other's skin.
Kara is a gifted concept artist with a head full of impossible creatures and ideas that refuse to fit neatly inside technical limitations. Adrian is an infuriatingly talented environment artist who believes every great idea should survive logic, structure, and at least three rounds of criticism.
Their rivalry began freshman year with one disastrous group project and never really ended.
So when Professor Mercer pairs them together for their capstone, neither of them is thrilled.
Their assignment? Build a game from the ground up.
What starts as arguments over alien anatomy, Victorian architecture, emotional mechanics, and impossible lighting slowly becomes something neither of them expected. Somewhere between late-night work sessions, shared headphones, brutal critiques, and accidental honesty, hatred begins turning into something much harder to ignore.
But Kara's life is already complicated.
Max Everhart-wealthy, charming, and persistent-has been asking her out for weeks. When she finally gives him a chance, his attention slowly becomes controlling, possessive, and dangerous.
And beneath all of it is the place Kara has never truly left behind: an abandoned, crumbling greenhouse where she and her older sister Anna once spent their childhood pretending they were witches, druids, fairies, and creators of impossible worlds.
Anna is gone now, but the greenhouse still lives inside Kara's art.
As Kara and Adrian build a game inspired by that place, they begin uncovering pieces of each other no one else has ever been allowed to see.
Because sometimes the person who challenges you the hardest is also the one who understands you best.
And some things can still grow in broken places.