20/4/2026 -26/7/2026 / (Week 1 - Week 14)
Aricia Man Yi Xuan / 0375026
Games Development / Project / DST61104
Bachelor of Design (Hons) in Creative Media
Google Drive Link
TABLE OF CONTENT
LECTURES
Week 1 (20/4/2026)
Today, Mr. Ronald explained the assignment brief for the Mental
Wellness Game project, including the theme and key requirements. He
also showed us several example games on Steam to help us understand
how games can explore emotions and mental health in different ways.
After that, we formed our groups of five and started discussing
initial ideas together, discussing about some possible concepts and
directions for our game.
Week 2 (27/4/2026)
Today, we continued to discuss our project and get feedback from Mr.
Ronald.
Week 3 (4/5/2026)
This week, we finalized our game topic concept and start to do the GDD
draft.
Week 4 (11/5/2026)
This week, we revised the game mechanics and discussing about the
memory story.
Week 5 (18/5/2026)
This week, we distributed the jobs among our team members and
started drawing the game assets and design ideas. We discussed each
person’s responsibilities and began developing the visual style for
the game.
Week 6 - 9 (25/5/2026 - 15/6/2026)
Each of us continue doing our own assigned part of the game.
Week 10-16 (22/6/2026 - 3/8/2026)
Developing in PlayCanvas and refining the game flow.
INSTRUCTION
Fig.2.1.1 Module Information Booklet
PROJECT 1
On week 1 (20/4/2026), we formed our group of FIVE members.
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Aricia Man Yi Xuan (Me)
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Rachel Ng Jie Ting
- Jiang Jia Yu
- Pan Rui Ning
- Sun Yu Tong
Brainstorming Development
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Fig.3.1.1 Idea #1 / (Week 2, 27/4/2026)
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At the beginning, our group discussed and came up with three different
game ideas related to mental wellness. One of the main ideas was a
3D emotion simulator, where players explore different
emotion rooms such as sadness, anger, and anxiety, with interactive
activities in each space based on their current mood.
However, after receiving feedback (Week 2, 27/4/2026) from Mr.
Ronald, we realized that some of our ideas, especially the emotion room
with multiple mini-games, might be
too complex and difficult to maintain in terms of quality.
Therefore, we decided to
rethink and simplify our direction, and explore new
ideas before finalizing our concept.
Finalized Concept
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Fig.3.1.2 Chosen Game Idea / (Week 3, 4/5/2026)
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After sharing and discussing all ideas, we conducted a group voting to
decide on the topic of our project. The concept
Sea of Echoes, proposed by Sun Yu Tong, received the most votes from the
team. After selecting this concept, we continued to develop and
refine it as a group.
Fig.3.1.3 Game Development Document (Draft) / (Week 3, 5/5/2026)
This is our first rough draft for our concept.
Narrative Storyline
Fig.3.1.4 Story Idea / (Week 4, 11/5/2026)
After drafting our game concept, we continued refining the storyline and
discussed how to create a more emotional and meaningful narrative experience
for players. We decided to create a
"friendship-based" narrative between
two characters (Fig.3.1.4).
Work Distribution
Then, our group started to distributed work:
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Aricia
- All of the characters (MC & NPC), including
character movements
- Ship
- UI design
- Game cover page
button
- Game map and in-game elements
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Jia Yu
- Design all game backgrounds
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Yu Tong & Rui Ning
- Drew memory cards, think of the
story
- Design the mini game
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Rachel
- Responsible for game coding &
programming
My Process of Creating Game Assets
First, I confirmed all the assets and elements needed for the game design
before starting the drawing process. Listed require game assets:
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Main character (MC) with walking movement animations.
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NPC characters
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Chat box designs.
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Boat design.
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Homepage/game cover page buttons.
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All icon button designs for the UI.
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Game map design.
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Star shards in 5 different colours.
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Big star design (combined form after collecting 5 star shards)
×10.
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A glowing potted flower design.
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Tree design after the plant grows bigger.
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Glass bottle used for collecting stars.
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Rolled-up map design placed on the ship.
References
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Fig.3.1.5 References / (Week 5, 18/5/2026)
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I began by searching for visual references and inspiration on Pinterest for
style ideas.
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Pinterest board link: click [here]
Development in Adobe Illustrator
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Fig.3.1.6 Adobe Illustrator Process - MC / (Week 5,
22/5/2026)
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I first drew the main character. I inspired by the references I
found that matched the emotional and fantasy atmosphere of our game. I
explored soft glowing spirit characters, ghost-like silhouettes, and
minimalist indie game art styles. From the references, I combined
different ideas such as a
rounded spirit head, glowing body shape, scarf accessories, and floating
fantasy
elements to create a unique original character for the game.
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Fig.3.1.7 MC movements / (Week 5, 22/5/2026)
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After completing the base character, I started designing different facial
expressions, action movements, and poses.
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Fig.3.1.8 NPC / (Week 5, 22/5/2026)
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After completing the main character design, I continued by creating
NPC spirit character. It also have different emotions, actions, and
movements.
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Fig.3.1.9 Raft / (Week 5, 23/5/2026)
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Moving on, I started creating the basic wooden raft. The raft was
designed using uneven wooden logs tied together with ropes to create a
handmade and unstable appearance.
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Fig.3.1.10 Upgraded boat / (Week 5, 23/5/2026)
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I designed the upgraded boat as an evolved version of the original raft.
I made the upgraded boat larger, more stable, and more
decorative. One of the main features added to the upgraded boat was
the large glowing glass bottle used to collect star shards. I
designed the bottle using transparency effects, gradients, and glowing
highlights to create a magical appearance. Inside the bottle, colourful
glowing star shards float softly, representing collected memories
throughout the journey.
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Fig.3.1.11 Plant evolution / (Week 5, 23/5/2026)
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Another important feature was the
magical plant growth placed on the boat. I designed the
plant to gradually evolve from a tiny sprout into a glowing tree as the
player progresses through the game.
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Fig.3.1.12 Star shards / (Week 5, 24/5/2026)
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The star shards, which act as the main collectible item in the game. I
created seven different star shard evolution. At the beginning, the
star shard appears as an
empty star,
symbolizing uncollected memories. As the player collects more
fragments, the star gradually becomes filled colour.
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Fig.3.1.13 Elements & Button / (Week 5, 24/5/2026)
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After completing the character and boat designs, I started creating
the game map. The purpose of the map was to guide players through
different islands of the game. I designed the game progression
around five different islands, where players must complete
tasks and collect star shards before finally reaching the last island.
I also designed icons for gameplay features such as:
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Cover button (Play, Play Again, Settings, Exit)
- In-game button
- Frame box
- Dialogue Box
- Star Icon
- Map Icon
- Progression Bar
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Fig.3.1.14 Game Cover Page / (Week 6, 25/5/2026)
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This is the game cover page and main menu interface. I created
it with the feelings of
loneliness, calmness, exploration, and hope.
I placed the spirit boat near the center-right area of the composition
to act as the main focal point. The boat silhouette was intentionally
darkened while the lantern glow and surrounding particles. I also
added soft reflections in the water to enhance the peaceful mood and
make the environment feel more immersive.
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Fig.3.1.15 Other's NPC / (Week 6, 27/5/2026)
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After showing my group members these elements I drew at week 6, my group
leader said I need to draw more 4 different NPC. Hence, these are the NPCs
I created:
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Blue Galaxy Spirit NPC
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Pearl Jellyfish Spirit NPC
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Orange Octopus Spirit NPC
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Green Forest Spirit NPC
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Purple Cat Spirit NPC
Game Assets
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Fig.3.1.16 Game Assets in Google Drive
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Each group member contributed by designing different game assets based on
our agreed art direction and gameplay requirements. These assets included
environment elements, interactive objects, UI components, character
illustrations, and decorative items that would later be implemented into the
game. To keep our workflow organized and ensure everyone had access to
the latest files, we stored all completed assets in a shared Google Drive
folder.
Development in PlayCanvas
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Fig.3.1.17 PalyCanvas Development
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The PlayCanvas development was primarily handled by our group
leader, Rachel. After the visual assets were prepared, she began setting
up the game environment and implementing the core gameplay mechanics
within PlayCanvas. This included importing the assets, organizing the
scene hierarchy, configuring cameras and lighting, and building the
interactions that bring the game experience to life.
As development progressed, our team regularly reviewed the playable
prototype together, providing feedback on the mechanics, visuals, and
interactions. This collaborative workflow allowed us to refine the game
iteratively while ensuring that the implementation remained aligned with
our original concept and design goals.
Final Outcome
"Sea of Memories"
Project Link: click here
FEEDBACK
Week 2 (27/4/2026)
Specific Feedback:
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Our primary emotions should be based on research, not random
choice.
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If the gameplay concept is strong, narrative is not necessary.
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We need to concern about complexity as each room have different mini
game. If too many game, it would be hard to maintain quality and
consistency.
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Different gameplay in each room is good.
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The most important is "How the player feels of playing the game", it
must align with the project theme.
Week 4 (11/5/2026)
Specific Feedback:
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We should make it clearer that the stars collected by the player
represent positive memories and emotional fragments, may use sound
effects such as cheerful ambience, children’s laughter, when collecting
stars to help players emotionally connect with the memories.
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Instead of directly collecting memory shards, we can change the system
into collecting smaller star fragments first. After collecting
enough small star fragments (for example, 6 pieces), they will combine
into one complete large star. Then, the completed large star will
then unlock a memory scene and related mini game.
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For the art style, we could reference a simple visual style similar to
stickman-style games. However, the final visual style is still up
to our group’s decision.
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Since the gameplay mechanics are relatively simple and minimal, we
should focus more on storytelling, atmosphere, emotional delivery, and
visual presentation.
Week 5 (18/5/2026)
Specific Feedback:
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Overall game mechanics are good and well-structured.
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Instead of collecting and placing stars one by one, the idea can be
improved by transforming collected stars into a plant growth system,
allowing the plant to fully grow first. Then, planting it at the final
island as the ending action.
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Recommended adding special effects (e.g. glow effect) to the plant
as more stars are collected to make the growth feel more
rewarding.
REFLECTION
Experience:
At the beginning, the brainstorming stage took longer than expected because our team kept refining and changing the game concept until we found an idea that everyone agreed on. Although this delayed the start of production, it helped us develop a stronger and more meaningful concept for Sea of Memories. Once the direction was finalized, I completed my assigned tasks of designing the UI elements and the main character relatively quickly. I really enjoyed the design process, and it was one of the most enjoyable parts of the project. Besides completing my own work, I also collaborated with my teammates by sharing ideas for other visual elements, such as the game backgrounds, to ensure the overall art style remained consistent.
During the PlayCanvas development stage, our progress was slower than we had hoped. We only began the implementation around Week 9 because everyone was occupied with assignments from other courses. At that time, I was quite worried that we would not be able to finish before the deadline. Fortunately, through teamwork, continuous communication, and everyone's commitment to completing their tasks, we managed to finish the game on time.
Observation:
Throughout the project, I realized how important teamwork and project scheduling are. Since our work depended on one another, if one member delayed their tasks, the next stage of development could not begin. This showed me that effective communication and time management are essential skills for collaborative projects and are areas that our team could continue to improve.
From the design perspective, creating the main character required more planning than I initially expected. I had to carefully observe how game characters move and prepare multiple character poses and directions, including the front, back, and side views, so that the character could be animated naturally during gameplay. This helped me better understand the importance of designing game-ready assets rather than just static illustrations.
Findings:
Overall, I found this module both enjoyable and rewarding. The learning environment was relaxed, and our lecturer gave us the flexibility to manage our own schedule and development process. Although this required a high level of self-discipline, it also allowed us to experience a workflow that was closer to a real game development project.
Looking back, I'm satisfied with what our team achieved within the given timeframe. Despite facing challenges such as multiple assignment deadlines and a delayed development schedule, we successfully produced a playable game that reflected our original concept. If we had more time, I believe we could have further polished the gameplay, visuals, and interactions to create an even better player experience.
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