Week 01-Week07/04.02.2025-23.03.2025
0363730/Yap Guang You
Bachelor of Design(Hons)in Creative Media
Content
Progression
Week 01/Group Forming
This week, we were briefed on the module flow and our tasks. Basically, we
need to form a group of four based on our specializations, choose an area of
interest, and create something. I missed the first class due to illness, but I
reached out to students who attended and formed a group with them.
Group Member List
Yong Zhen Xing 0359473
Yamaya Kaho 0364278
Tong Min Xuan 0362744
Yap Guang You 0363730
Week 02/Group discussion and consulting
This week, we began our consultation with our supervisor, Mr. Kannan. Before
meeting with him, we had a group discussion to go over our ideas, as we were
worried that our main concept might not get approved.Our main idea is to
create an animation with a horror theme. We also shared our experiences with
horror games and movies, discussing what skills we need to learn and apply to
this project. It was a casual discussion, but we still covered our preferences
and recommended artists.
Based on our consultation, we need to clarify our idea first. Animation is
just the medium—it’s how we present our concept, but the core is the idea
itself. We have a basic horror story, but it still needs to be solidified.
Next, we’ll focus on identifying the art style we want, the type of horror
we’re aiming for, and what other visual approaches we can explore beyond
anime. We plan to have a meeting later this week to discuss this in depth,
focusing on defining our style and core concept.
We refined our story to make it more coherent, scarier, and longer. Then, we
divided our tasks—focusing on preparing sketches, gathering references, and
finalizing our art style. Our style will be a blend inspired by the short
animations Best Friend and Tellevor. My responsibilities include developing
the rough concept for the mother character and writing the script for the
animation.
References animation link
BEST FRIEND
TELLEVOR
CAPSTONE
First Version of Story Refinement
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Mother Character Sketch 1
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Mother Character Sketch 2
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Week 03/Second Consultation and Proposal Submission
After the second consultation, we realized we had significant changes to make.
The feedback pointed out that our characters didn’t fully meet the "hidden
requirements" for the final submission, so we need to adjust—or even
rewrite—the story to incorporate more characters and designs. Additionally,
our story was deemed too emotional, and we were advised to include more action
elements, like fight scenes, while keeping the storyline simple.
To address this, each of us will first write our own version of the story and
explore potential character designs, even sketching them out. Afterward, we’ll
decide on the final story, either in the next consultation or through our own
discussion. At the same time, we need to prepare the proposal slide submission
to ensure our concept is solid. For now, we are submitting the first version
of the story, but we are certain it will change in the upcoming stages—though
the core concept will remain the same.
Story Compilation Board
Week 04/Proposal Presentation
This week, we had our proposal presentation, so we spent a lot of time working
on the slides to ensure our story and artwork were solid. After the
presentation, we realized we hadn’t done enough research on the technical
aspects, like the type of animation we’d use. We also got feedback that our
story was too plain at its core, while the plot structure was too complex for
a short animation. So, we received some advice on refining the story.
Later in the week, we had a discussion and decided to keep our story but adapt
it to a different medium, such as a game. We researched various game genres,
including visual novels, pixel games, and 2D horror escape games. Eventually,
we settled on a 2D side-scrolling battle game with influences from Chinese
culture.
Week 05/Starting up game idea
his week, we chose our game’s art style, referencing Limbus Company for its
horror theme and mini character design, along with Hollow Knight and Ori and
the Blind Forest. For the story, the player is from a ghost-hunting family in
an Eastern-inspired city during the ‘80s–‘90s. We’re keeping it flexible,
developing it alongside character and monster designs. I’m handling the rough
UI layout and the daughter character, aiming for an edgy, cool vibe inspired
by Ryougi Shiki (Type-Moon). For monsters, I’m blending mahjong elements with
office items to reflect Eastern work culture.
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Character Inspiration
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Monster Inspiration
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| UI_References |
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| UI_References |
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| UI_References |
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| Character idea |
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Weapons & Character ideas
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UI Idea_Monster Gallery
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| UI Idea_Skill Tree |
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UI Idea_Weapons Page
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| UI Idea_Inventory |
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Monster Idea_Majong Ghui
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Week 06/Refinement
This week, we refined our artwork, did color studies, and prepared for the
final presentation. I focused on UI design and helped with the presentation
slides, including the timeline, case study, risk management, and workflow
pages.
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UI Idea_Inventory 1
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UI Idea_Inventory 2
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UI Idea_Monster Gallery
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| UI Idea_Weapons |
I also works on the in game hubs and the home page on the game
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| In game Hub Idea 1 |
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| In game Hub Idea 2 |
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In game Hub Idea_Hp icon 1
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In game Hub Idea_Hp icon 2
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In game Hub Idea_Attack icon
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In game Hub Idea_Dash icon 1
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In game Hub Idea_Dash icon 2
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In game Hub Idea_Magic bar 1
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In game Hub Idea_Magic bar 2
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| Tittle page sketch |
For the HP system, we chose a Mario-style damage system without an HP bar—just
icons representing the remaining hits the player can take. For the overall
HUD, we aimed for a simple, easy-to-understand design. The UI pages will have
a bloody vibe blended with Chinese runes.
Week 07/Final Presentation
In the final week, we focused on the presentation slides, mainly compiling our
artwork and adding detailed explanations. To save time, we removed the UI
section since it wasn’t required in the guidelines. I worked on the workflow
and case study sections. Gris was recommended by my group, so I looked into
it.
Submission
Proposal slide
Final Presentatio link(The files was too big to put in the blog)
Feedback
Week 02
We are too worried about the final output. Instead, we should focus on
developing a strong concept and finding the best medium to bring it to
life—whether it’s an IP that can be adapted into different formats like an
anime, a game, or physical collectibles.
Week 03
Our characters aren’t enough, and the story is too emotional—people might not
find it appealing. Action animation was suggested instead. We also need to
push our ideas further by creating more sketches and exploring multiple
designs for the same character.
Week 04
Our idea isn’t clear yet—we need to establish a solid core first and then
expand around it. The story also lacks key elements, such as a strong
character core (what drives them in the animation). Additionally, studying
animation progression is recommended.
Week 05
Continue refining our designs and explore more monster concepts and character
outfits.
Week 06
The UI direction isn’t clear. We need to design the UI itself, not just the
layout, and ensure it aligns with the game’s context to avoid misleading the
audience.
Week 07
Our work needs to be more solid, as the audience struggles to understand our
design. The style isn’t distinct enough and doesn’t reflect our references.
Also, the case study is too different from our game—we should look for more
similar ones, like Ori and the Blind Forest and Hollow Knight.
Reflection
I learned the importance of noting down every idea—abandoned ideas from past
projects can be reused, and without notes, it’s easy to forget things during
production. I also realized that game art and gameplay must work together
rather than focusing only on the visuals. This major project taught me a lot,
including building a clearer workflow habit and gaining detailed industry
knowledge from others. Time management was decent, but we didn’t prioritize
our goals well or have a clear vision from the start. Fortunately, we figured
it out in time. Moving forward, I think having the courage to voice my ideas
in meetings will be key.
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