MAJOR PROJECT 2
03.02.2026 - 29.03.2026 (Week 1 - Week 7)
TAN JIE YING / 0353959 / BACHELOR IN DESIGN OF CREATIVE MEDIA
MAJOR PROJECT 2
Miro Board
Guidelines for Game Visual Style - By Bernice
Week 1
This week, the primary objective was to bridge the gap between our creative vision and technical execution. To maximize our efficiency, Kelly and I decided to decouple our workflows: she is taking the lead on the UI/UX design and aesthetic framework, while I am dedicated to engine exploration in Unity. My focus is on researching the core mechanics and technical architecture required to bring our character to life. This 'divide and conquer' strategy allows us to iterate much faster as we move into the prototyping phase.
I initiated the character locomotion pipeline by sourcing Mixamo animations (Idle, Walk, Run, Jump) and integrating them into a Unity Animator Controller with fluid transitions.
Through this testing, I identified a critical technical bottleneck: while the animations are visually functional, a custom C# script is required to map keyboard inputs (WASD) to these states. This discovery has refined my focus for the next sprint, moving from asset integration to functional player control.
Week 2
Based on last week’s feedback, Mr. Kannan suggested that we test our project within the actual environment. Since our custom scene is still in production, I found a third-party environment on the Unity Asset Store that perfectly matches our third-person gameplay and is suitable for character movement. Seeing the default robot in that scene gave me the idea to "hot-swap" it with our own character, Timothy, as the scripts and camera systems were already fully applied and functional.
Week 3
This week, our main character, Cynthia, has completed the retopology phase, and the first version of our environment (the first level of the house) is done. My primary target this week was to replace the test robot with Cynthia, find an efficient way to import materials from Blender into Unity, and test the lighting of the environment.
I discovered a tutorial that suggested importing all materials together with the model by using the GLTFast package (com.unity.cloud.gltfast) and exporting from Blender as a .glb file. This method is designed to allow Unity to read the material data and apply it automatically to the model upon import.
Tutorial:
https://www.bilibili.com/video/BV1oMsheNEkT/?spm_id_from=333.337.search-card.all.click&vd_source=799ccaf0af4827240520179ee02641ca
Unfortunately, because Cynthia is still considered high-poly, the model appeared "crushed" or distorted upon import. I attempted to upload and apply the materials manually within Unity, but this also failed. Based on the feedback from Mr. Kannan, the bottom part of the model is still too high-poly. He suggested changing to an "easy surface dress" (a simplified mesh) to prevent the model from crashing or looking distorted in the engine.
Figure 3.4 Imported material manually
To enhance the game’s atmosphere, I implemented blue point lights and fog to match the cold, eerie color palette of Little Nightmares. These visual adjustments successfully create a mysterious and immersive mood for our environment.
Figure 3.6 Added lighting and fog to the room
I faced a new challenge: since Cynthia is a ghost and has no legs, the robot’s script couldn't detect her, so she wouldn't move. To settle this, I used Gemini to generate a Hover and Movement Controller. While she now floats, she remains stationary. My vision is for her to move via keyboard keys with a rhythmic 'up and down' floating motion, just like my reference.
https://assetstore.unity.com/packages/3d/characters/creatures/ghost-31628
Week 4
Building on last week's experience, this week I focused on refining Cynthia’s locomotion scripts and establishing environmental particle effects.
For Cynthia's script, I realized that the two scripts were fighting each other. To make the setup easier to control, I asked Gemini to combine them so she can hover and move using the keyboard keys. However, the script Gemini provided used the old input system, so I changed the settings to "Both" Input Systems; this change made the script work, and now the movement is settled.
Next, since our environment is an old and dusty space, I successfully explored and plugged in a Particle System. This replicates the atmospheric dust effects from our original Blender concept, enhancing the "Living Room" environment with non-stop, procedural floating particles.
Figure 4.3 Particle system plugged in
Week 5
Following the script optimizations in Week 4, my primary focus this week was recalibrating the Cinemachine camera to replicate the "Free-Look" behavior of the Starter Asset Robot. Despite multiple attempts, I encountered technical hurdles with Transform Tracking and Target Aiming.
Simultaneously, our team designed a brand logo, "Loading 99%," for our game opening, similar to the TiMi logo for Honor of Kings. I explored concepts involving "charging wires" and "escape room locks" before we collectively voted on a final design by Bernice: a mystery-themed UFO "beaming up" a game controller.
Week 6
Camera test, logo, test skin,
Problem 3: The camera followed, but the character is self-rotating
Week 7
FEEDBACK
- UI/UX design for the game.
- Human rigging.
- Story animation (opening scene).
- Illustration/modeling of a living room corner to test consistency with the character’s rendering style and overall texture appearance.
- To find more references for textures and UI/UX.
- To improve the Canva board with more detailed information.
- Download and study assets from other authors on Unity.
- Create a topology for all characters.
- Design UI/UX sprites.
- Determine the character scale by blocking out one character first, then scaling all other props accordingly.
- Find a suitable font that matches the horror theme.
(Sketches from Mr. Kannan)- To create a visual guidelines book for all team members to follow, ensuring more consistent art direction (including references, rendering style, etc.)
- Find a proper typeface for UI and list down the reasons why you use this typeface.
- For UI, the most important thing is interaction, so do interaction first.
- Adjust textures according to the render reference
- Create a UI/UX wireframe with assets, showing how it develops into the final version.
- Explore ways to enhance the sense of weight and heaviness for all characters and the environment.
- Determine the loop duration and ensure proper lighting particles are implemented.
- Test the animation and evaluate how well the loop works.
- Review all game files to identify anything missing.
- Develop a complete and cohesive UI design set.
- Define the concept and style, including how it evolved and how it translates from 2D to 3D.
- The test serves as a proof of concept to demonstrate understanding.
- Consider how to make the project into an interactive game.
- Need solid concepts for every single room.
- Block out everything in Blender.
- The model is dropping - due to no collision box.
- Light probes are for reflections.
- Check the error and fix it (Script).
- Post processing for Unity (make sure the checkbox is enabled in the camera) - rendering component.
- Need to show what you learn in your specialization.
- Sketch out the concept for the environment.
- Need to add some animation to the ui design.
- The background of the loading page can have like grain and texture slowly animating.
- The logo - look at the proper reference.
- Same naming convention, so that it’s easier to overwrite in Unity.
- Test the character with the environment.
- Test out the box (trigger box) to see if it can pop out.
- Add a modifier to sway (movement) in Blender.
- Need to have more rhythm for the rooms, try to extend it.
- Repaint the textures following our references.
- Find the solution to fix the camera for the character.
- Rendered the environment to have a better showcase.
- Finish the whole environment scene design.
- The Unseen logo needs to be brighter
- The loading page is too plain; put more things on it.
- Use video editing to complete parts that cannot be achieved in Unity.
- The fog in the animation is too heavy.
- The lighting in the animation is too dim.
- Consider what can be improved in the environment.
- Try adding a light that follows the character so the scene is not too dark (in Unity).
- The lamp in the relaxing area is too dim and should be brighter.
- The frames on the wall are too close together, causing them to overlap.
- Add more body movement (e.g., hand movement) to the character.
- Make sure the content on the presentation slides is easy to read.
- Use different perspectives and apply transformations to improve the animation.
- It would be better to present a playable live game during the presentation.
- For the chapter selection page, the chapter frame can be enhanced.
- The lower part of Cynthia’s model needs to be simplified, as the game cannot handle such high polycounts.
- In the opening cinematic, fix the character’s hand.
- Avoid using red text on a grey background.
- Add simple animations, such as Cynthia’s hand moving up and down.
- For the chapter select, use a simple padlock animation that opens and closes on top of it.
REFLECTIONS
Experience
Observation
Findings
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