Major Project - Task 3
4/2/2025 - 17/3/2025 (Week 1 - Week 7)
Low Li Vern/ 0362678
Major Project / Bachelor of Design (Honours) in Creative Media
Task 3
Week 7
After finalizing our presentation slides, we divided the sections
among ourselves, ensuring that each member presented the part they
were most familiar with. Just like the previous presentation, this
strategy helped us deliver a more confident and clear explanation of
our project. To prepare, we practiced together before the actual
presentation, refining our flow and making sure everyone was
comfortable with their parts. This helped us improve our delivery,
timing, and overall coordination, ensuring a smooth and professional
presentation.
Major Project I - Task 3
#Final Outcome of Task 2
Low Li Vern/ 0362678
Major Project / Bachelor of Design (Honours) in Creative Media
Task 3
INSTRUCTIONS
Task 2
Week 6 - Task 3
In Week 6, our team focused on combining all our work in preparation
for the Final Presentation in Week 7. We worked on the finishing touches
for our research, sketches, and testing to ensure everything was
well-organized and presentable. This included refining our character
designs, environment concepts, and gameplay stages, as well as improving
our textures and rigging.
Task List Week 6
1. Emily
-Refine overview sketch
-Presentation Slide
2. Enyu
-Research and Testing 3D assets
-Presentation Slides
3. Livern
-Environment Sketch
-Research and Testing Rigging
-Presentation Slides
4. KY
-Storyline
-Testing Unreal Engine
-Presentation Slides
#Map Overview
Since we changed and refined the game stages, we decided to
enhance player interactions to make the gameplay more
engaging. Instead of just incorporating mini-games, we focused
on interactive elements that allow players to fully immerse
themselves in the VR world.
Interactions in games references:
- Movement & Traversal
- Vaulting over objects – Smoothly climb over fences, tables, or railings.
- Sliding under gaps – Sprint and slide under doors or obstacles.
- Climbing ladders dynamically – Ability to jump off or change direction midway.
- Wall running – Parkour-style movement along walls.
- Hanging from ledges – Shimmy along edges or pull yourself up.
- Diving – Jumping headfirst into water or dodging attacks.
- Crawling through tight spaces – Requires squeezing through vents or crevices.
- Swinging on ropes/vines – Tarzan-style movement or to clear gaps.
- Grappling hook usage – Climb buildings, swing, or pull objects.
- Object Manipulation
- Pulling levers or switches – Manually activate doors, traps, or machines.
- Turning cranks or wheels – Opens gates, activates mechanisms.
#Map Overview Sketches
My groupmates and I held several meetings to brainstorm and refine
the interactions we want to include in our gameplay. We spent time
carefully planning the storyline for the five characters and
determining which island theme each character would belong to.
During these meetings, we sketched out a rough map overview, which
helped us visualize the game world and organize the different
areas efficiently. Having this sketch as a reference made it
easier for Emily to create the final detailed map overview.
Fig 1.1 Rough Sketch for Ideation
Fig 1.2 Map Rough Sketch
Fig 1.3 Final Map Overview
Fig 1.4 Map Overview Research
#Story Line
We decided that our game will have an open-world experience,
allowing players to freely explore the environment, interact
with assets, and immerse themselves in the atmosphere. While
players can roam freely, there will also be a main storyline
that requires them to solve problems and complete objectives.
To ensure players stay engaged and don’t feel lost, we
introduced a small guide character which is a cute clone of the
Jade Emperor who will act as their companion and mentor. This
guide will provide hints, directions, and context for the
storyline.
Fig 1.5 Jade Emperor Guide
#Environment First View Sketch
So, we have several environment sketches that represent the first
view of the player in different locations within the game. Our map
is designed with three distinct themes, each inspired by elements
of Chinese culture and mythology to create a rich and immersive
experience for the player.
Fig 2.1 Blossom Isle Sketch
[Blossom Isle – Flower Theme]
The first theme is Blossom Isle (花影岛 - Huā Yǐng Dǎo), a serene
place covered in vibrant flowers, which symbolize beauty. In this
sketch, the architecture is inspired by ancient Chinese buildings.
We conducted research on real historic structures in China to
ensure authenticity. This approach is similar to what was done in
Black Myth: Wukong, where real-world locations were incorporated
into the game to spark players' curiosity and encourage cultural
exploration. By doing this, we aim to create an experience where
players feel connected to the rich history and beauty of
traditional Chinese landscapes.
Fig 2.2 Willow River Village Sketch
Fig 2.3 Willow River Village Sketch
[Willow River Village – Village Theme]
The next environment sketch showcases Willow River Village (柳河村
- Liǔ Hé Cūn). According to the storyline, players will follow the
animals on a boat to arrive at this village. This moment is meant
to be exciting, as the player gets to see the village's impressive
architecture and beautiful scenery. After getting off the
boat, players can explore the village freely, looking at the
detailed buildings and surroundings. The goal is to make them feel
fully immersed in the world, as if they are really stepping into
an ancient Chinese village. Through this environment, we want
players to experience the beauty of the village and feel connected
to its atmosphere. This helps make the game more engaging and
enjoyable
Fig 2.4 Emerald Bamboo Grove Sketch
[Emerald Bamboo Grove – Bamboo Theme]
The third theme is the Emerald Bamboo Grove (翠竹林 - Cuì Zhú
Lín), , which is a mystical bamboo forest filled with hidden
secrets and the echoes of nature. China is known as the Kingdom of
Bamboo, making it the perfect setting to immerse players in an
authentic cultural experience. In this sketch, I also incorporated
a Bagua symbol on the stone to enhance the mystical atmosphere and
deepen the player’s engagement. We also plan to include ancient
statues within the environment, so this allows players to uncover
hidden elements and enrich their journey through exploration.
#Technical Feasibility Test
Rigging Test in 3Ds Max:
After the modeling, I moved on to the rigging process in 3ds Max. I
started by placing the bones in the correct positions, then rigged
them together and tested some movements. The results were mostly
successful, but I encountered some issues which certain parts would
break when making larger movements. This problem may be fixed by
adding more polygons at the turning points to improve flexibility.
Fig 3.1 Rigging progress
Fig 3.2 Rigging progress
Fig 3.3 Rigging progress
Fig 3.4 Rigging progress
Fig 3.5 Rigging Outcome
Fig 3.6 Rigging progress
Fig 3.7 Rigging Final Outcome
#Final Presentation Day
After finalizing our presentation slides, we divided the sections
among ourselves, ensuring that each member presented the part they
were most familiar with. Just like the previous presentation, this
strategy helped us deliver a more confident and clear explanation
of our project. To prepare, we practiced together before the
actual presentation, refining our flow and making sure everyone
was comfortable with their parts.
Fig 4.1 Before Presentation
Fig 4.2 After Presentation
Fig 4.3 After Presentation
After our presentation, Mr. Kamal and Mr. Kannan provided us with
valuable feedback. They acknowledged the progress we had made so
far, which was encouraging. However, they emphasized the
importance of testing our models and textures in Unreal Engine to
see how they actually look and function within the game
environment.
They reminded us that this is not the end, we still have a long
way to go for Major Project II. Their final words were clear: "We
MUST WORK FOR IT." This motivated us to push forward and refine
our work further.
#Miro Board
FEEDBACK
W6 FEEDBACK (MR KAMAL):
- @ Environment references (The Witness): This is good.
Better than before. You can use free models of similar
styles for some of the assets.
- @ Animal concept art: The yellow of the Ox looks like
fire. You can make it more orange. For the gold element
animals, make it more gold. Your modelling would have to be
all triangles so that the output will be higher poly.
- @ Art direction: The painted textures will take a lot of
time. In Blender, some shaders can imitate a painted
style.
- @ Gameplay: The obstacles are in the way of what the
player is trying to achieve. E.g.
- To-do: Show gameplay interactions. Finalise concept
art.
REFLECTIONS
Through these seven weeks of Major Project I, I felt tired but also learned a lot. This project went through multiple stages, from initial research to concept development, prototyping, and presentation. Working in a team was not always easy, we had to constantly meet, communicate, and ensure everything stayed on track. If one team member was not in the right mindset, it could affect the whole team's progress. Because of this, I put a lot of effort into the project, hoping it would be a great opportunity to grow and gain new skills.
Throughout this project, I tried many new things that I had never attempted before, such as 3ds Max. At first, stepping out of my comfort zone was challenging, but by the end, I felt that I had learned a lot and gained confidence in using new tools and techniques.
Our consultations with Mr. Kamal and Mr. Kannan were helpful. They provided constructive feedback that helped us refine our ideas and improve our work. I am truly grateful for their guidance and the time they spent helping us navigate the challenges of this project.
One of the biggest difficulties was that all four of us were unfamiliar with some of the software we needed to use, especially Unreal Engine. This made things tough at times, but we managed to learn together, troubleshoot issues, and slowly improve.
Looking back, this project has been both exhausting and rewarding. It pushed me to improve my technical skills, adapt to teamwork, and stay committed despite the challenges. Moving forward, I hope to continue improving my skills and apply everything I’ve learned to future projects in Major Project II.
THE END



.png)
.png)
.png)














Comments
Post a Comment