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
1. Lectures
2. Instructions
3. Project 1
4. Feedback
5. Reflection
LECTURES
Jump Links:
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Week 1
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Week 2
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Week 3
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Week 4
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Week 5
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Week 6
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Week 7
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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 (18/65/2026)
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.
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INSTRUCTION
Fig.2.1.1 Module Information Booklet
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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:
- Aricia
- All of the characters (MC & NPC), including character movements
- Ship
- UI design
- Game cover page button
- Game map and in-game elements - Jia Yu
- Design all game backgrounds
- Yu Tong & Rui Ning
- Drew memory cards, think of the story
- Design the mini game - 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:
- Main character (MC) with walking movement animations.
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NPC characters
- 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.
- 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) |
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) |
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) |
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) |
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) |
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) |
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) |
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) |
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:
- 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) |
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) |
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: - Blue Galaxy Spirit NPC
- Pearl Jellyfish Spirit NPC
- Pink Octopus Spirit NPC
- Green Forest Spirit NPC
- Purple Cat Spirit NPC
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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:
- Overall game mechanics are good and well-structured.
- 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.
- Recommended adding special effects (e.g. glow effect) to the plant as more stars are collected to make the growth feel more rewarding.
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REFLECTION
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