Art direction course at KADK
Using a Low-Poly Unlit aesthetic to explore themes of bittersweet farewells and memory. Focusing on bold color theory and stylized shape, to creates a narrative-driven world that prioritizes visual storytelling and emotional resonance.
In this project, I acted as Visual Lead and primary Environment Artist.
My key technical contributions included:
Visual Development: Authored the comprehensive style guide, defining the high-contrast color palette and the specific "Low-Poly Unlit" aesthetic.
Pipeline Management:Authored the comprehensive Design Document and style guide, defining the visual language, color palette, and technical constraints to ensure aesthetic consistency
Environmental Storytelling: Designed the level layout and prop placement to guide player exploration and reinforce narrative themes through visual focal points.
Task: Point-and-click game
This is the end. You lead your friends through your hometown in search of the finest ingredients for your last dinner together. You must manage their anxieties/hopes/dreams, and together collect ingredients. Navigate the environment and encounter NPCs and their stories. Perhaps they have the ingredients you are looking for. But at what price?
My story:
The player is a male moose. Today is the last day of the breeding season. Tomorrow, players will leave the herd and return to a solitary state.
The player needs to collect food in the environment based on his wife and child's expectation for their last dinner together.
Design Process
After confirming the theme, I was basically certain that I wanted to make a 3D game, and then I created a series of models to experiment with different styles.
Then I thought that the combination of blocks with medium to low brightness and high saturation colors gave a sense of exploration and vitality, while also conveying a bittersweet feeling of impending parting.
Polishing & Post Effect
prototyping Final render
UI & HUD
I wanted to minimize the number of menus to enhance player immersion.
Players can switch directly within the game interface instead of having to go back, select the moose, and then enter the menu in a easily identifiable way.
Legacy version
Design Document