Major Project I

3.2.2025 - 21.3.2025  / Week 1 - Week 7
Bong Sue Zhiun / 0366866
Major Project I / Bachelor of Design ( Hons ) in Creative Media




TABLE OF CONTENTS





INSTRUCTIONS



MAJOR PROJECT I


This module is the first part of our final year project, where we’ll apply what we’ve learned in our studies to a practical, hands-on project. We’ll work together as a group to come up with a creative idea that offers something new and useful to our target audience in our chosen specialization.

Since there aren’t many people in my specialization (immersive design), I had to join a group with students from different specializations. Fortunately, I found a group with one member specializing in digital animation and one in environment design. After that, we started discussing our idea.


Task 1: Proposal Development

Week 1

We planned to create a short animated film related to our skills. We started by brainstorming ideas for the story.

Here are the story ideas from me and my groupmates. We came up with a total of eight ideas:

  1. A dragon-hybrid duo travels through a post-apocalyptic world searching for their loved ones. 
  2. A character falls ill and sets out to find a cure by exploring an abandoned hospital.
  3. A lost rover spacecraft crashes onto an alien planet and must survive its many hostile dangers.
  4. A girl trapped inside mirrors longs for freedom.
  5. A dinosaur-hating eldritch meteorite arrives on Earth to wipe them out.
  6. A time travel story where someone goes back to the past to change something or save someone, or travels to the future.
  7. A superpower story about a person who can control their dreams and travel inside them but lately, their dreams have become strange and uncontrollable.
  8. A story about past lives. (A person remembers all their past lives but always dies young. In one life, something changes, and one must break the cycle, perhaps discovering their memories is a punishment for a past mistake. )

Fig.2.1 Story ideas, Week 1, 5.2.2025

After gathering all the ideas, we discussed them and chose one idea to work on. We agreed to choose idea 2 because it seemed more practical and manageable compared to the other ideas. After that, we started discussing the art style and looking for references to create our mood board.


Week 2

A new member specializing in digital animation joined our group. Since we had a new member, we revisited and discussed our final project outcome again. 

We came up with three ideas for our final project outcome:

  1. Create a tabletop role-playing game (TTRPG)
  2. Develop a card game
  3. Produce a visual novel

As Mr. Kannan suggested combining the TTRPG with the card game for our final outcome, we decided to move forward with that idea. Since I’m not a gamer and unfamiliar with TTRPGs and card games, I decided to do some research to better understand them. 

TTRPG:

A TTRPG, or tabletop role-playing game, is a game where players take on the roles of characters in a story that develops as the game goes on. It can be played online or in person around a table.

Fig.2.2 Example of how TTRPG plays, Week 2, 11.2.2025


How TTRPGs work:

  • Players create and play characters in a shared story.
  • Players describe their characters' actions through speech and sometimes movements.
  • The characters' decisions and unexpected plot twists shape the story.
  • One participant usually takes on the role of the "game master" who guides the story and manages the game.
Dice and Game System:
  • Dice: Most TTRPGs use dice to determine the outcome of actions. Different games use different types of dice, like the standard 20-sided die (D20) or six-sided dice (D6). The results often decide whether a character succeeds or fails at a task.
  • Game System: TTRPGs follow specific rules or systems that define how characters interact with the game world. These systems often cover things like combat, skill checks, and character development, adding structure and balance to the game. Popular systems include Dungeons & Dragons' D20 system and other unique mechanics tailored to specific games.


Fig.2.3&4 Examples of products for TTRPG, Week 2, 11.2.2025


After learning more about TTRPGs, I started thinking about how I could apply my specialization to this game. Mr. Kannan suggested that I incorporate AR/VR and explore how these technologies could make the game more engaging and immersive. My groupmates also suggested that I could create AR animations to showcase our characters, maps, and other game elements. This gave me an idea of how I could apply my specialization to the project. But since I don’t have any knowledge or experience in creating AR, it was pretty hard for me to figure out the next step. 

Setting my worries aside, we decided to stick with our original abandoned hospital story for the TTRPG. After coming up with four factions — patients, former staff, urban explorers, and monsters — we had a quick discussion to explore their roles and characteristics. Then, we started gathering visual references to help shape their look and feel, and we organized everything on Miro. 


Week 3

After further discussion, we decided to make some changes to the factions, expanding them to five: Fire Smiths, Necrologists, Fayefolk, Cybersentinels, and Asteli. Since I wasn’t able to dive into immersive design just yet, my groupmates assigned me the task of designing the card frame for now.

For my first draft, I used Canva to design the card frame to give me some idea using the given graphics elements.

Fig.2.5 First draft for card design, Week 3, 18.2.2025

After showing my groupmates the first draft of the card design, they said the style looked good. So, I started working on a new card design inspired by the Victorian British style. I searched for more layout references and noticed that most TTRPG card designs are minimalist and simple, focusing mainly on delivering information. However, since our TTRPG is set in the Victorian era, I wanted the design to better match that theme. To do that, I also explored card design references outside of the TTRPG genre. 


Fig.2.6 Inspiration, Week 3, 18.2.2025



Fig.2.7 Visual References, Week 3, 18.2.2025



Colour palette for each faction:

Fig.2.8 Colour palette, Week 3, 18.2.2025



Typographic choice:

For the character name, I’m choosing between Cinzel Decorative and Herculanum. Cinzel Decorative looks elegant and classy, while Herculanum has an old, historic feel that matches our game's theme.

For the description text, I picked Skia because it’s easy to read and has a unique style.

Fig.2.9 Typographic choices, Week 3, 18.2.2025


After gathering the references, I first design the logo for each faction. 

For the Fire Smiths, since they forge weapons and live in the desert, I want to create a fire symbol for their faction.

Fig.2.10 Logo for faction: Fire Smiths, Week 3, 18.2.2025

For the Necrologists, I added a skull to the design based on the logo reference, making it fit their dark and eerie theme.

Fig.2.11 Logo for faction: Necrologists, Week 3, 18.2.2025


I found good references for the Forest Shamans (Fayefolk), Cybersentinels, and Asteli. I traced the designs and made some refinements for Cybersentinels and Asteli, then used them as the faction logos. 

Fig.2.12 Logo for faction: Asteli, Cybersentinel & Forest Shaman, Week 3, 18.2.2025



After having the logos for each factions, I want to create a flag to emphasize the logo. I found a reference that I want to do, so I choose the red one and start tracing out. 


Fig.2.13 Reference for the flag, Week 3, 18.2.2025


Below are the outcomes for the faction flags.

Fig.2.14 Outcome for the faction flags, Week 3, 18.2.2025


Fig.2.15 Outcome for the faction flags with logo, Week 3, 18.2.2025


I tend to using a minimalist layout and make the card suit to victoria era. So, I keep everything simple, using a vintage colour palette for each faction and also applying the old paper texture to make it more vintage.  

Fig.2.16 Card design frame #1, Week 3, 18.2.2025



Fig.2.17 Card design frame #1, Week 3, 18.2.2025


Fig.2.18 Card design frame #2, Week 3, 18.2.2025




Week 4

We discussed the story and decided to change one of the factions from Cybersentinels to Sentinel Forces. After that, we started working on the slides for Task 1: Proposal Development using Canva.


Final Submission


Task 2: Design Proposition

Week 5 

1. Card back design

Since I have completed the front card design, I am now working on the back. I began by looking at references, then tested and adjusted the composition using shapes to create a balanced visual. 

Fig.2.19 Visual references, Week 5, 4.3.2025


Here is my first design for the card back.


Fig.2.20 First Card Back Design, Week 5, 4.3.2025



2. Testing for card

I tested placing the character drawn by my group member into my card design #1 and #2 to see how it fits within the layout.


Fig.2.21 Character sheet created by my groupmate, Week 5, 4.3.2025


I started by using Photoshop to remove the background of the character, ensuring it fits well into the card design.
Fig.2.22 Remove the background , Week 5, 4.3.2025


This is the first test to see how the card will look after placing the character into the two different card frames.

Fig.2.23 First test: put the character into the card design, Week 5, 4.3.2025



3. AR Test

As my groupmates suggested, I should create a rough 3D character model myself before turning it into AR. So, I watched a beginner tutorial on how to use Blender. Since I'm completely new to 3D modeling, learning Blender's features in a short time has been quite challenging for me.

Notes from the tutorial:

Blender has two modes:

  • Object Mode – Allows only scaling.
  • Edit Mode (Press E) – Used for editing with three selection modes:
    • Vertex Mode
    • Edge Select Mode
    • Face Select Mode (most commonly used)

Shortcuts:

  • E – Enter Edit Mode
  • E + S – Edit and scale
  • S – Scale
  • R – Rotate
  • G – Grab
  • Shift + A – Opens the add menu

AR Test #1: Adobe Aero (Basic Test with Default 3D Cube)

I created a default 3D cube in Blender, exported it as a .glb file, and imported it into Adobe Aero. After adjusting the scale, a QR code was generated for testing.

Fig.2.24 3D cube in Blender, Week 5, 4.3.2025

Result:
The QR code successfully loaded the AR experience.

Identified Problem:

  • Limited Compatibility: Only iOS users can scan the QR code and see the AR model right away. Android users had to download the Adobe Aero app first.
  • Limited View Controls: Users couldn't zoom in or out to see the model up close.

Vid.2.1 AR test #1, Week 5, 4.3.2025



Week 6 

1. AR test

As I have already tested a simple cube AR using Adobe Aero, I now want to try making a basic 3D character model in Blender. I am following a tutorial video and recreating the character model shown in the video. 



Fig.2.25 3D character model that I created in Blender, Week 6, 11.3.2025


Fig.2.26 3D character model that I created in Blender, Week 6, 11.3.2025


After completing the character model, I imported it into Adobe Aero and tested it on my phone to view the AR. The results are the same as in Test 1, but I replaced the 3D cube with my character model.


Fig.2.27 Importing 3D character model into Adobe Aero, Week 6, 11.3.2025



Fig.2.28 AR test for this model, Week 6, 11.3.2025



After showing this to Mr. Kannan, he suggested using a 3D model template instead of creating my own first. The main issue with the first test was the lack of zoom, rotation, and other interactions with the AR element. Now, my focus is on fixing these interactions and exploring additional features to enhance the experience.

AR Test#2 – Testing Pre-existing 3D Models & Interactions in Adobe Aero

I downloaded an animated 3D character model from Sketchfab and imported it into Adobe Aero. Then, I tested different interactions like tap to animate, rotate, scale, audio, and bounce. I also looked for solutions online to fix the zooming limitations.

Fig.2.28 Importing pre-existing 3D models into Adobe Aero, Week 6, 11.3.2025


Result: All interactions work.

Identified Problems:

  • Same issues as Test 1.
  • Interactions trigger automatically instead of being manually controlled.

Vid.2.2 AR test #2, Week 5, 4.3.2025


Since the problem is still not solved, I explored alternative software and conducted a test with it.


AR Test #3 - Using MyWebAR instead of Adobe Aero

I tested MyWebAR, a web-based AR platform that allows users to scan and interact with AR models without needing a separate app. I imported the same pre-existing 3D models into MyWebAR to test its functionality. 

Adjustments:
  • Scaled and positioned the model for better presentation.

New Features Discovered:

  • Ability to add text, images, videos, audio, and shapes to enhance the AR experience.
  • Added the character's name and background audio for a more immersive interaction.
  • Implemented a tap-to-animate function for user interaction.

Fig.2.29 Importing pre-existing 3D models into MyWebAR, Week 6, 11.3.2025


Result:

  • Cross-platform compatibility – The generated QR code worked on both iOS and Android.
  • Improved interaction – Users could now zoom in, zoom out, and rotate the 3D model.
  • New issue – Rotating the model affected its scale, requiring further adjustments to maintain consistency.
Vid.2.3 AR test #3, Week 5, 4.3.2025


Since issues still exist in the test and this is just a basic AR experiment (not an in-depth one), I need to explore AR further and conduct more research. As this is my first time working with AR design, I did technical research (software comparison) for Task 2 to understand it better. 

2. Card design 

After receiving feedback from Mr. Kannan, I experimented with different layout variations based on my first and second card designs. I enlarged the QR code for better scanning, as suggested, and tested different positions for it. I also added a drop shadow to the character for better contrast. 


Fig.2.30 Layout exploration, Week 6, 11.3.2025



After the layout exploration, I chose one layout as my final design for this stage. This layout feels well-balanced and visually appealing. The character stands out nicely with the drop shadow, making her more distinct against the background. The QR code is now bigger and easier to scan, improving functionality while maintaining the overall aesthetic.

Fig.2.31 Final design ( this stage ), Week 6, 11.3.2025



I also experimented with various shades of red and selected the most suitable one for this layout, ensuring it complements the design while enhancing readability and contrast.

Fig.2.32 Experimented with different shades of red, Week 6, 11.3.2025


After comparing different shades of red, I decided to go with the second one from the right because it blends well with the overall theme. It creates a nice balance, making the design feel cohesive while also providing enough contrast to make the elements stand out.

Fig.2.33 Final design, Week 6, 11.3.2025


Final Submission




Task 3: Concept Presentation 

Week 7

Card design
My group member finally completed the character illustration with the background. I received the illustration from her and applied it to the final card design layout. But if I apply the illustration following the final card layout design, the background of the illustration will make the QR code look unclear.

Fig.2.34 Adjust the placement of the QR code #1, Week 7, 18.3.2025

So my group member suggested adding a background for the QR code to make it clearer and more readable. I moved the QR code slightly lower from the top right and asked my group members for feedback on the adjustment.

Fig.2.35 Adjust the placement of the QR code #2, Week 7, 18.3.2025


They told me that placing the QR code in that position felt a bit off. They suggested positioning it beside the text or placing it at the top, similar to the flag on the left. They chose the layout on the right as the final design for the card.

Fig.2.36 Adjust the placement of the QR code #3, Week 7, 18.3.2025


So, I created a set of card frame designs in five different colors, each representing a faction, based on the final design.

Fig.2.37 Final card frame design, Week 7, 18.3.2025



Final Submission





FEEDBACK

Week 2

Specific feedback: 

  • Combine the TTRPG and card game ideas for the final project.
  • The visual novel idea was rejected for being too simple.
  • The final project must include elements from digital animation, entertainment design, and immersive design.
  • For the immersive design part, since 3D modeling skills aren’t developed yet, focus on turning the characters into AR and adding interactive elements.

  • Week 3

    General feedback: The idea is good, but we should choose roles that match our specialization. Focus on creating a prototype instead of the full game. Show a complete prototype, maybe printed on A4 paper. Keep it simple and refine the idea first.

    Specific feedback: 
    • Animation: Decide if the animation will be a trailer or part of a game (like Dota).
    • Immersion:
      • Think about how to make the game more engaging.
      • Add AR/VR/XR to make it feel more interactive.
      • Consider fun interactions, like pressing a button to trigger effects (like Jumanji Board).
      • Refer to the simple example of an immersive game: Stacklands

    Website:

    • The website should include animation and interactive elements.
    • Use it to showcase artwork and packaging.
    • Example: League of Legends website.
    • We can use WIX, but the content must be well-organized.

    Art Style & Cards:

    • All faction designs should have the same style so they feel like part of one world.
    • Cards should be simple but detailed.
    • Make sure the card and background contrast well for better visibility.

    Week 4 

    Specific feedback: 

  • Figure out how much stuff we’re actually making — like how many cards, how big the guidebooks will be, and how much content we need overall.
  • Think about how we’ll build a community — should we use social media, sell merch, host events, or something else?
  • Stay away from real-world religious references — no mentions of popes, crosses, churches, or mosques (but calling something a temple is fine).
  • Don’t try to create game mechanics from scratch — take inspiration from existing TTRPGs.
  • Put together a mock-up and test it out.
  • Step out of our comfort zone — try new roles and learn new skills. Don’t leave all the game design to one person; get involved and make sure we’re having fun.

  • Week 5

    General Feedback:

    • For Major Project 1, we need to test, identify problems, and find solutions to establish a clear direction.
    • Weekly tests should be conducted and showcased.
    • We are setting the foundation now before diving deeper.
    • Weekly communication is important.
    • When designing, start with paper sketches before digitizing to make corrections easier.

    Specific feedback: 
    • Card Design:

      • Card back design is okay for now.
      • Test how the character looks on the card to get an idea.
      • The front design needs more refinement—start with sketches before finalizing.
      • Consider the placement of the QR code and possibly add a box for it.
    • AR Integration:

      • Start with a simple test—scan a QR code to check if the AR content appears.
      • Test a cube from Blender, export it to Unity, and adjust the scale.
      • Ensure the 3D model’s origin is set to (0,0,0) in X, Y, and Z. 
      • Download a model from Sketchfab or other sources, test it in AR, and adapt it for our project.
    • Animation:

      • Work on thumbnails, storyboards, and animatics.
      • Run animation tests to refine the style and flow.

    Week 6

    General feedback: 
    • Figure out the problem and find a solution, whether it’s in animation, interaction, or something else.
    • Show our skills and plan our next steps. Think ahead to what we’ll do in Major Project 2. 
    • Define the problem, solve it, and keep communicating more than once a week.

    Specific feedback: 
    • Character Art: The feet’s anatomy needs a small adjustment. 
    • Card Design: The character looks like it’s floating — try adding a soft or sharp drop shadow, maybe even a vignette. Make sure the QR code is clear and maybe place it below the card. Add placeholder text to see how the full design feels. Also, try different card design variations, not just a square border. There’s not much color contrast right now — work on that.
    • AR Testing: Download a model instead of building one from scratch. Decide what kind of interaction you want and break it down. Also, tweak the downloaded model a bit to make it your own.
    • Animation: Where are the character’s actions? This is just a turnaround. He asked for character actions last week and a clear story. The animation doesn’t need to be polished, but it should clearly show the idea and direction. Just having minor movements like rotating or head turns isn’t enough.

    Week 7

    General feedback: 
    • The project is off to a good start—keep progressing.
    • In later stages, conduct paper prototype tests and playtests to refine the experience.

    Specific feedback: 
    • Book & Card Content: Clearly list the book details and the card content to ensure clarity.

    • Card Design:

      • Define the desired physical quality of the card, considering elements like texture and background.
      • The current design may not be solid enough; it should be refined with proper references.
      • Compare the design side by side with actual TTRPG trading cards to identify areas for improvement.
      • Use references as inspiration to stylize the design while maintaining a polished and presentable look.
      • Avoid being too rigid with the current concept—further refinement is needed.
      • Aim for a more elegant and premium feel to make the product desirable.

    • AR Integration: Explore AR features further, as the current implementation is insufficient. Research 3D model templates, learn from them, and modify them to enhance the design.

    • Animation: The animation needs significant improvement, with more testing and refinement. Develop a proper style that is more structured and solid.

    REFLECTION


    Major Project 1 has been the most challenging module I've encountered in my degree so far. Since this is the first part of our final year project and I’m still in Year 2, Semester 2, it feels even more overwhelming. Initially, I struggled to determine how my specialization could fit into a collaborative project with others. Having only started learning modules related to my specialization last semester, I wasn’t entirely sure what my role should be. After consultations, I gained some clarity, but my understanding remained quite basic due to my limited hands-on experience and practical skills.

    Our project focuses on creating a TTRPG, a concept I was completely unfamiliar with. As someone who isn’t a gamer, I had no prior knowledge of what a TTRPG was or how to play one, so I spent a lot of time trying to grasp the fundamentals. While I now have a better understanding, there are still many aspects that remain unclear to me. Despite these challenges, I know I need to persevere and contribute as best as I can. I just hope I can make it through until the project is completed.


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