Major Project 2
5/2/2026 - 29/3/2026 : (Week 1- Week 8)
Ting Wen Yi / 0361799
Major Project 2/Bachelor of Design (Hons) in Creative Media

Figure 1.3 Cynthia's Normal Mode






Figure 2.8 Making Heart Rate on AE - Week 1 (10/2/2026)



Figure 4.2 Timothy Textures - Week 3 (23/2/2026)














Ting Wen Yi / 0361799
Major Project 2/Bachelor of Design (Hons) in Creative Media
Before the semester started, I recreated the board on Canva with a clearer story recap and game loop since the Miro board we previously used could no longer be edited due to the subscription requirement.
Figure 1.2 Cynthia's Rage Mode
I also created a 3D model of Timothy with textures applied.
Figure 1.4 Timothy 3D Model
Figure 1.5 Timothy Texture
Week 1 - Opening Game Scene Cinematic
I already had the basic scene and some assets prepared before the semester, such as the side table, medicine, and cabinet.
| Figure 2.1 Hospital Scene - Week 1 (7/2/2026) |
Figure 2.2 Hospital Assets - Week 1 (7/2/2026)
I already had the basic scene and some assets prepared before the semester, such as the side table, medicine, and cabinet.
Figure 2.3 Hospital Atmosphere - Week 1 (7/2/2026)
Figure 2.4 Fog & Light Particles - Week 1 (7/2/2026)
Figure 2.5 Fog Settings - Week 1 (7/2/2026) |
Figure 2.6 Animated Light Particles - Week 1 (8/2/2026)
Now, I have modeled Cynthia in her sick form.
Figure 2.7 Cynthia's Sick Form - Week 1 (8/2/2026)
Then I moved on to Mixamo to animate her actions, such as lying on the bed and coughing.
| Figure 2.7 Cynthia's Sick Form - Week 1 (8/2/2026) |
So, I imported it back into my Blender scene, set up the camera, and linked it to her actions to create a first-person view using the bone-tie method.
To create the heart rate scene, I used After Effects with the help of a YouTube tutorial. I then placed the exported video into the Blender scene and projected it onto the screen so the heart rate video could play. I used the same method for the flatline heart rate as well.
Figure 2.9 Heart Rate Tutorial - Week 1 (10/2/2026)
After rendering all the necessary scenes and movements, I exported them and imported the files into CapCut for further editing.
I stitched all the clips together, added audio, and included Timothy’s voice generated using AI voice tools. I also adjusted the voice and added cinematic effects to create an old, nostalgic flashback atmosphere.
Week 2 - Guidelines for Game Visual Style & Main Menu Animation
This week, I created a guideline PDF containing detailed rendering settings, including fog and other visual parameters, for team members to follow. This is to ensure a consistent art style throughout the entire project.
Figure 3.1 Guidelines for Game Visual Style - Week 2 (16/2/2026)
So, based on Kelly’s rough sketch of the main menu animation, I developed an idea of how the pictures of the late Cynthia and the decorations might look.
To ensure everything maintains the same art style, I created all the assets in Blender using the same settings as those used in the cinematic video I produced. I made the cabinet first in Blender.
Figure 3.2 Cabinet - Week 2 (16/2/2026)
I also added decorations such as lily flowers and duplicated them so I didn’t have to create separate models. I included a photo frame, a ballerina music box to reflect her character as a ballerina before she passed away, as well as a teddy bear and a family photo.
Figure 3.3 Other Decorations - Week 2 (16/2/2026) |
So, I had Cynthia’s picture to portray it as an old, worn, yellowish photograph.
Figure 3.4 Cynthia's Picture - Week 2 (17/2/2026) |
To save time and simplify the process, I uploaded pictures of Cynthia and Timothy to ChatGPT and used prompts to maintain the same art style while generating an image of them as children with their parents. To better fit the storyline, which involves resentment toward his brother, I edited the picture by scratching it out and using pencil marks to cover his brother’s face.
Figure 3.5 Family Picture - Week 2 (17/2/2026)
So, I moved on to applying textures, such as worn and aged liked style.
| Figure 3.6 Textures - Week 2 (17/2/2026) |
So, to ensure everything has a consistent style, I added fog and light particles similar to those used in the cinematic video.
| Figure 3.7 Adding Fog - Week 2 (17/2/2026) |
Since I wasn’t sure how to animate the flame movement, I used an existing animation created by other designers and applied their mesh action to my candle model.
| Figure 3.8 Flame - Week 2 (17/2/2026) |
So, even though the candle had some illumination, the table was still too dark to clearly see the pictures. Therefore, I added a point light near the candle flame to brighten the area.
Figure 3.9 Adding Point Light - Week 2 (17/2/2026)
For me, the easiest way to make the animation loop seamlessly, so the first and last frames connect smoothly is to duplicate the clip and reverse the second one.
| Figure 3.10 Animation Loop - Week 2 (18/2/2026) |
Figure 3.10 Final Main Menu Animation Loop - Week 2 (18/2/2026)
Week 3 - Retopology & Props Sketches
From the original model of Timothy, he had too many polycounts because of how smooth the mesh was. I retopologized his entire body. For his face, I reduced most of the details except for the nose because I wanted him to appear cute and vulnerable. The eye area was kept relatively flat with textures instead of detailed geometry.
Figure 4.1 Timothy Retopo - Week 3 (23/2/2026)
After topologizing, I encountered an issue where the textures became distorted. I fixed the texture mapping, and everything is working properly now. Then I sent the model to the group and to Jie Ying to test it in Unity.
I also textured Cynthia in both her normal mode and rage mode. For her rage mode, I used red and luminous elements to better express her anger.
Figure 4.3 Cynthia Textures - Week 3 (23/2/2026) |
Due to the complexity of Cynthia’s model, I was only able to reduce her polycount from 1 million to 100k because of the detailed flowy clothes, hands, and hair.
| Figure 4.4 Amendments on Animation - Week 3 (24/2/2026) |
Figure 4.5 Amended Version - Week 3 (24/2/2026)
I planned to include five interactive clues in the living room for Chapter One. However, these clues will not reveal all the answers because there are additional chapters in the game.
This progression is designed to naturally guide the player through the emotional journey of:
Revenge → Confusion → Understanding → Acceptance
So each of the living-room props reveal a different type of truth, not repeat information.
1. Drawing above sofa.
Player expects something dark.
Instead:
- Child-like drawing.
- But text smudged.
- Maybe it reads: “_ _t _el_ s_n” (get well soon)
Missing letters. Unclear. No clarity yet.
Figure 4.6 Clue Sketch 1 - Week 3 (25/2/2026) |
2. Phone
Phone rings.
Player interacts.
Distorted whisper: “…dead…”
But tone is unclear. Angry? Crying? Panicked? Player projects their belief. This keeps tension.
| Figure 4.7 Clue Sketch 2 - Week 3 (25/2/2026) |
3. Clock
The clock represents the moment Cynthia’s life stopped, not only physically (hospital death) but emotionally for both siblings.
- Cynthia = trapped by anger.
- Brother = trapped by guilt.
- House = trapped in memory.
Clock stuck at exact hospital flatline time. Observe it changing slightly after clues. Notice time inconsistencies. (The clock is just brief glitch, not unlock full flashback)
| Figure 4.8 Clue Sketch 3 - Week 3 (25/2/2026) |
Week 4 - Retopology & Props Sketches
4. CRT TV
Instead of showing hospital scene: It shows: Static. Brief image of brother shouting. Audio cuts off before full sentence. You only hear: “I wish you ...” Static. Never complete it.
5. Family Photo
This photo makes you doubt your memory.
You remember your brother being distant and angry.
But in the photo:
- He stands close.
- He looks worried, not hateful.
- The family looks tense, not broken.
When you interact with it, the image slowly turns into sand.
This shows:
- Your memory is unstable.
- Something is missing.
| Figure 5.2 Clue Sketch 5 - Week 4 (2/3/2026) |
Animating Clock Clue
After modeling the clock and adding textures in Blender, I proceeded to animate it based on my sketches.
| Figure 5.3 Clock - Week 4 (4/3/2026) |
To create the fractured glass effect, I initially used the Cell Fracture tool. However, it produced undesirable results, the vertices on the cylindrical surface were split radially, resembling a pizza-cut pattern from the center outward. To fix this, I manually adjusted the topology by adding loop cuts and then used the knife tool to draw custom fracture lines, creating a more natural and random broken glass effect.
Figure 5.4 Cell Fracture - Week 4 (4/3/2026)
Finally, I applied active rigid body settings so the pieces could separate and simulate an explosion effect.
Figure 5.5 Glass Broke Effect - Week 4 (4/3/2026)
I was unable to animate the clock hand to rotate 360 degrees at a consistent speed, so I added an empty (cube) and set it as the parent. This allowed me to control the rotation more effectively.
Figure 5.6 Clock Hand - Week 4 (4/3/2026) |
I also added flowers animation (learned from YouTube) to represent relief and the correction of time.
| Figure 5.7 Flower Animation - Week 4 (4/3/2026) |
Week 5 - Animation & Testing
To create a swirling lighting effect, I used a Bézier curve along with Geometry Nodes to generate the animation. This approach allows me to freely draw any shape using the curve, giving more flexibility to the lighting motion.
Figure 6.1 Lighting Effect - Week 5 (7/3/2026)
I adjusted the color to match my desired palette and fine-tuned the noise and density to achieve the effect I wanted.
Figure 6.2 Lighting Effect - Week 5 (7/3/2026)
Before rendering the animation, I also animated the lighting to enhance the overall mood of the scene, transitioning the color from red to white.
Figure 6.3 Animation Lighting Changing - Week 5 (8/3/2026) |
Figure 6.4 - Week 5 (8/3/2026)
To test the interaction, I imported the animation into Unity and set up the object so it could be clicked to trigger a pop-up animation. First, I added a collider to the object to detect user input. Then, I wrote a simple script to listen for mouse clicks (or taps) on the object.
Figure 6.5 Testing - Week 5 (9/3/2026)
When the object is clicked, the script triggers the animation using the Animator component and simultaneously activates a video player. I used Unity’s Video Player component, assigned the video clip, and set the target (such as a UI panel or texture) where the video will be displayed.
Figure 6.6 Testing 2 - Week 5 (9/3/2026)
Team Logo
We are designing a logo for our team, so I first looked up some inspiration. The style we aimed for was a simple, hand-drawn look that could represent our team identity.
Figure 6.7 Logo Reference - Week 5 (11/3/2026)
Based on this direction, I sketched out several options that reflect gaming elements as well as our team name, “Loading 99”.
Figure 6.8 Logo Sketches - Week 5 (11/3/2026) |
Week 6 - Presentation Prep
This week is presentation week, so I refined the logo by recreating it in Illustrator based on the design we selected. To achieve a hand-drawn line style, I used the Roughen effect to create a slightly wavy, imperfect outline.
Figure 7.1 Logo - Week 6 (14/3/2026)
I also modeled the remaining clue props to be included in the scene and the art book.
Figure 7.2 Props - Week 6 (14/3/2026)
To give Timothy his actions and animations, I used Mixamo to rig the character and apply animations based on actions he might perform in the game.
Figure 7.3 Mixamo Rigging - Week 6 (15/3/2026) |
Figure 7.4 Timothy's Reaction - Week 6 (16/3/2026)
I also rendered several scenes to include in the art bible and applied visual effects to enhance the flashback atmosphere.
Figure 7.5 Rendered Scene - Week 7 (18/3/2026)
For my clock clue demo, I adjusted some details and added a background that better reflects the in-game environment. I also included an animation of Cynthia floating up and down while interacting with the props.
Figure 7.6 Clock Clue Demo - Week 7 (18/3/2026)
I also created all the necessary assets for the art bible. I designed the book template and added the required content and elements.
Figure 7.7 Art Bible - Week 7 (18/3/2026)
Figure 7.8 Game Walkthrough - Week 7 (18/3/2026)
Figure 7.9 Presentation Slides - Week 7 (18/3/2026)
Week 7 - Post Presentation Amendments
Mr. Kannan pointed out that the lower part of Cynthia’s model was too complex and might be too heavy for the game to handle efficiently. In response, I retopologized the character to reduce the polygon count, particularly simplifying the lower section while maintaining the overall form. I then baked the original material details onto the optimized mesh to preserve visual quality.
Figure 8.1 Cynthia Amended - Week 7 (23/3/2026)
After that, I unwrapped the UVs and exported them to Photoshop to refine and paint the textures.
Figure 8.2 UV Wrap & Texture - Week 7 (23/3/2026)
Once the texturing was completed, I re-imported the updated textures back into Blender and applied them to the model.
Figure 8.3 Texture - Week 7 (23/3/2026) |
Mr. Kannan mentioned during the presentation that Cynthia’s hand in her sick form looked unnatural because the fingers were stuck together. Therefore, I corrected the hand by adjusting the fingers, re-animated the same action, and re-rendered the scene.
Figure 8.4 Before & After Hand - Week 7 (25/3/2026)
Figure 8.5 Before & After Hand - Week 7 (25/3/2026)
I also changed the red font to black, as Mr. Kannan mentioned that red text on a grey background has low readability and is difficult to see.
FEEDBACK
Week 7
- 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.
Week 6
- 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
- Use video editing to complete parts that cannot be achieved in Unity.
Week 5
- The background of the loading page can have like grain and texture slowly animating
- The logo - look at 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) that it can pops out
- Add in modifier, to sway (movement) in blender,
- Need to have more rhythm for the rooms, try to extend it
- Repaint the textures following our references
Week 4
- 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 environment
- Need to add some animation to the ui design
Week 3
- 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
Week 2
- Download and study assets from other authors on Unity.
- Create topology for all characters.
- Design UI/UX sprites.
- Determine the character scale by blocking out one character first, then scale 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
Week 1
- 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
REFLECTION
Experience
Working on this project from Major Project 1 to Major Project 2 has honestly been a very intense but meaningful journey for me. It was not just about completing tasks, but about learning how to manage time, expectations, and pressure. One of the biggest challenges I faced was balancing this project while pursuing a full-time job at the same time. There were moments where I felt physically and mentally exhausted, especially when deadlines were close, but I still had to push through and make sure my work was done properly.
Despite that, I am quite proud of myself for being able to handle both responsibilities at once. This project required a lot of technical work such as 3D modeling, retopology, animation, texturing, and even some level of integration into Unity. At the same time, I also had to think about storytelling, mood, and user experience. It made me realize that game development is not just about visuals, but also about how everything works together to create an emotional impact.
Another important part of my experience was working with my team throughout this entire process. From last year until now, we have gone through many ups and downs together. I am really thankful to my team members for their effort and commitment in completing this project. Everyone contributed in their own way, and without their support, it would have been very difficult to reach this stage. This project truly felt like a shared journey rather than an individual one.
Observation
Throughout the project, I noticed that teamwork plays a very important role, even more than individual skills. At the beginning, our team struggled with communication and direction. We were not always clear about our ideas, and sometimes tasks were not properly distributed or discussed. This caused some confusion and inefficiency in the early stages.
However, as the project progressed, we slowly improved in terms of communication. We started sharing our progress more frequently, discussing problems openly, and helping each other when needed. I realized that even simple updates or small discussions can make a big difference in keeping everyone aligned.
From a technical perspective, I also observed that creating a game is much more complex than expected. Unlike static designs, everything needs to be optimized and functional. For example, high poly models that look good in Blender may not work well in Unity. This forced me to rethink my workflow, especially when it came to retopology and optimization.
Findings
This project helped me grow not only in terms of technical skills, but also in terms of responsibility and perseverance. Managing a full-time job while completing this project pushed me to become more disciplined and resilient. It showed me that I am capable of handling pressure and still delivering my work.
Overall, I am very grateful for this experience and for my team. Even though we faced difficulties at the beginning, we managed to complete the project together. This journey has been challenging, but also very meaningful and valuable for my growth.
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