Ng Kar Yee / 0367743
03.02.2026 - 19.03.2025 (Week 01 - Week 07)
Bachelor of Design (Honours) in Creative Media
Major Project II / Final Compilation & Reflection
Bachelor of Design (Honours) in Creative Media
Major Project II / Final Compilation & Reflection
INTRODUCTION
PROJECT ⇒ PROJECT DEVELOPMENT
For our major project II, Ms Anis introduced Project Development to us
where we need to production of a standalone portfolio of design artefact
derived from the pre-production documentations from previous Major Project
I. We are required to apply independent learning skills in a
studio environment to formulate the desired content for the project which
demonstrate our skills in design works and effective project
management.
PROJECT INSTRUCTION
WEEK 1
In Week 1, our team revisited and re-discussed the overall project
direction to ensure we had a clear foundation before moving into
production. Based on lecturer feedback, we were advised to prioritise
early gameplay testing rather than over-planning features, as VR
development often involves technical limitations that can affect
feasibility.
Following this, we refined our scope to focus on delivering a VR demo
instead of a full game experience. We also clarified module requirements
and distributed tasks among team members according to their
strengths. During this stage, we began developing the narrative inspired by the
Chinese Zodiac, including drafting the script and planning voice
recording. At the same time, initial technical research was conducted on
Godot VR setup, OpenXR integration, and the Blender-to-Godot
workflow.
From my side, I focused on more the technical development and understand
how VR scenes are structured in Godot and explored how assets could be
integrated into a VR environment, laying the groundwork for later
development.
TUTORIAL
WEEK 2
In Week 2, the team shifted focus towards asset development and
technical testing. We began modelling the Starting Island and Dragon
scene, prioritising the dragon environment as it is the core experience
of the project. At the same time, we explored the visual direction to ensure
consistency across the experience.
MOODBOARD & INSPIRATIONS
The visual direction of this project is inspired by a Chinese cultural
aesthetic (ä¸å›½é£Ž), incorporating elements such as traditional architectural
forms, symbolic motifs, and a warm, harmonious colour palette to reflect the
cultural context of the Chinese Zodiac narrative. To ensure both visual
clarity and performance in VR, a low-poly art style was adopted, using
simplified geometry and clean forms to create a stylised yet immersive
environment. In addition, a cute and approachable visual tone was emphasised
through rounded shapes, soft proportions, and vibrant colours, making the
experience more engaging and accessible to a wider audience. Overall, the
moodboard draws from a combination of cultural references and stylised
design approaches, balancing aesthetic expression with technical feasibility
in a real-time VR setting.
Figure 1.0 Overall Style References
The project utilises AaYanGeXing as the primary typeface for both headings
and body text to ensure visual consistency and reinforce the
Chinese-inspired aesthetic (ä¸å›½é£Ž) of the experience. The font was
selected for its distinctive stylistic character while maintaining
sufficient clarity and stroke balance for readability across different
text hierarchies, including titles, subtitles, and UI elements. In the
context of VR, where text is viewed within a 3D space and at varying
distances, legibility becomes especially important. The consistent use of
a clear and structured typeface helps reduce cognitive load and allows
users to comfortably read information without breaking immersion, thereby
supporting both the visual identity and overall usability of the
experience.
Figure 1.1 Typography
Based on lecturer advice, we paid attention to maintaining modelling
quality while keeping assets optimised for VR performance. Technically, we
conducted tests on texture workflows, shader compatibility, and the asset
import pipeline from Blender to Godot. From my role in VR development, I
worked on setting up the VR device connection and tested how imported models
behaved within Godot. This included checking textures, materials, and
overall compatibility to ensure a smooth pipeline between software.
Figure 1.2 Testing First Person VR Camera Setup
Figure 1.3 Testing Asset Model Compatibility
WEEK 3
In Week 3, development progressed into animation preparation and
continued asset building. The team further developed the dragon scene and
island environments while also creating props such as the scroll, fan, and
zodiac coins. Dragon rigging was completed, and animation testing began,
focusing on flight movement. During this stage, we received feedback to
carefully consider the level of interaction in the VR experience,
particularly whether it should be fully controllable or guided. Based on
this, we decided to adopt a guided interaction approach to ensure smoother
performance and a more stable user experience. From my side, I focused on
testing animation integration into Godot, ensuring that the dragon
animation exported correctly and played smoothly in the engine. I also
explored how interaction systems could be implemented without
overcomplicating the experience.
WEEK 4
In Week 4, the project moved into refinement and early VR integration.
The team focused on optimising the dragon model and environment by
reducing polygon count and simplifying details to ensure better
performance in VR. Based on lecturer feedback, we prioritised
performance optimisation early to avoid major issues later in
development.
From my side, I focused on preparing the
technical foundation in Godot. I began by researching first-person
animation setup in Godot, as the experience requires the player to feel
immersed within the dragon flight. I also prepared the Dragon scene
framework in advance, ensuring that the scene structure was ready once
all assets such as the dragon, mountains, and clouds were stable.
I then started building the scene progressively, focusing
first on implementing a base animation path using a path system, before
introducing more complex interactions. This approach allowed me to test
movement behaviour early and reduce potential technical issues later in
development.
Figure 1.5 Testing Asset Model Compatibility
Figure 1.6 Testing Environment Node
WEEK 5
In Week 5, the team focused on integrating assets into the engine and
refining the overall experience. The dragon model, rigging, and animation
were finalised, and a revised version of the dragon was developed to
improve performance and visual quality. At the same time, the starting and
ending island scenes were also being prepared for integration.
From my role in VR development, I began actively building the
Dragon scene in Godot, developing the dragon flight path using the
PathNode and PathFollow system to create a guided movement experience. I
continued testing imported assets to ensure compatibility and stable
performance within the VR environment.
Figure 1.8 Testing Dragon Model Animation Compatibility
Figure 1.9 Testing Zodiac Coin Model Compatibility
Figure 2.0 Building PathNode & PathFollow System
In addition, I contributed to developing the storyboard and
scripting for the narrative flow, ensuring that transitions between scenes
were clear and aligned with the story. I also designed a landing page UI,
focusing primarily on functional interaction rather than complex visuals
at this stage, to ensure usability within the VR environment.
STORYBOARD
WEEK 6
In Week 6, the team shifted towards refinement, backup planning, and
preparation for final deliverables. Due to delays in completing the
original starting and ending island models, En Yu, Li Vern and I
decided to create a backup version of the Starting Island to ensure that
the project could remain on schedule. At the same time, we also decided to
produce a promotional video to better communicate the intended experience,
alongside beginning preparation for the presentation deck.
From my side, I continued building and integrating all scenes
within Godot. I updated the dragon flight path based on the latest
environment changes to ensure smoother movement and alignment with the
scene. I also added lighting effects such as fog and atmospheric elements
to enhance immersion within the VR environment.
Figure 2.3 Latest Dragon Scene
Figure 2.4 Older Version (Mostly Rocks Terrain) to Added More Visual Element Version
Figure 2.5 Updated Latest PathNode to Match The Latest Dragon Scene Terrain
Figure 2.6 Added AnimatedSprite 3D to Island 2’s Waterfall To Let It Animate Frame By Frame
Figure 2.7 Added AnimatedSprite 3D In Island 4’s Portal To Let It Animate Frame By Frame
Figure 2.8 Added AnimatedSprite 3D To Island 4’s Waterfall To Let It Animate Frame By Frame
In addition, I worked on building the Introduction and Narration scenes,
integrating spatial audio, voice audio, and background music across
different scenes including the narration animation, introduction island,
and dragon sequence. This required research and testing to ensure proper
audio behaviour in VR.
Figure 2.9 Added Spatial Audio & Audio Effects
Figure 3.0 Building Animation Narration Scene
Figure 3.1 Added AnimatedSprite 3D To Enyu’s 2D Animation To Let It Animate Frame By Frame
Figure 3.2 Building Backup Version Of Starting Island
Figure 3.3 Added AnimatedSprite 3D To Portal To Let It Animate Frame By Frame
I also recorded parts of the demo video and focused on resolving ongoing technical issues, particularly those related to performance and scene transitions.
WEEK 7
In Week 7, we finally reached our project’s final presentation. Everyone in the group felt quite nervous, as it was the culmination of weeks of hard work. I was in charge of presenting the project overview and vr development part, and I was extremely anxious leading up to it. We have an overall of positive feedbacks and a few minor details that need to be improved.
After the presentation, the focus was on finalising all deliverables and preparing for submission. All members updated the latest progress, visuals, and development outcomes into the project management documentation to ensure that the entire process was clearly recorded and presented. Individual reflections were also completed to document personal learning experiences, challenges faced, and contributions throughout the project. In addition, all final assets, files, and project materials were organised and uploaded to Google Drive to ensure proper backup and easy access for submission.
From my side, I focused on completing the final integration and polishing of the VR experience in Godot. I re-recorded the final VR demo video using a corrected setup to eliminate boundary issues and ensure a smoother and more consistent viewing experience. I also integrated updated assets into the project, including the refined Jade Emperor, improved waterfall, and adjusted camera perspectives to enhance the overall visual quality.
Figure 3.5 Flat Waterfall to 3D Waterfall
Figure 3.6 Update Latest Jade Emperor to Backup Introduction Scene
At the same time, I finalised the Narration scene, Introduction Island, and Dragon scene within the engine to ensure that the full demo flow was complete and cohesive. I exported an APK version of the Dragon scene for VR testing and presentation purposes, ensuring that the build functioned correctly on the target device. Finally, I completed all remaining documentation tasks, including the project management report and presentation deck, ensuring everything was ready for submission.
OUTPUT 1 PROMOTIONAL VIDEO
OUTPUT 2 DEMO VIDEO
OUTPUT 3 APK VERSION OF QUEST OF TWELVE
README FILE
CODE PREVIEW
PRESENTATION DECK
PROJECT MANAGEMENT DOC
DOCUMENTATION
GANTT CHART
LINK TO GOOGLE DRIVE FULL SUBMISSION (DOC / PDF)
https://drive.google.com/drive/folders/1nmwsNIPs2R4z81UIoGdF-0yXWlEXZXJ0?usp=drive_link
FEEDBACK
Please Refer To The Project Management Doc
REFLECTION
This project has been a significant learning journey, particularly as
it was my first experience working with VR development, the Godot
Engine, and 3D production workflows. At the beginning, I faced
challenges in understanding technical terminology and processes,
especially during discussions with lecturers and teammates. As a
beginner in both VR and 3D, it was often difficult to follow technical
conversations or contribute confidently to problem-solving. One of the
most challenging aspects was the steep learning curve of unfamiliar
tools and technologies. There were moments of uncertainty and
pressure, especially when technical issues occurred, such as causing
the VR device to crash multiple times during testing. These
experiences were stressful, but they also pushed me to become more
resilient and proactive in troubleshooting.
Despite these
challenges, I am deeply grateful for the support I received throughout
the project. My teammates, particularly Li Vern and En Yu, were
patient and supportive, and I was able to learn a great deal from them
through collaboration. I am also thankful to Mr Ronald, who
consistently guided us throughout the 8 weeks. His willingness to
assist us, even with frequent questions, played an important role in
helping us progress and overcome difficulties. What surprised me most
was how much could be achieved within a limited timeframe of 7
weeks, despite having minimal prior knowledge in VR or game
development. As a team, we took a significant risk by choosing a
technically demanding project, and we faced doubts and limitations
along the way. However, we remained committed and pushed ourselves
beyond our comfort zones, which resulted in a functional and
meaningful outcome.
Overall, I am proud of both my personal
growth and the team’s achievement. While I am satisfied with what we
have accomplished, I believe the project has strong potential for
further improvement. Given more time and stronger alignment within the
team, the experience could be developed into a more refined and
complete product. Moving forward, I hope to continue improving my
technical skills in VR and 3D development, and further expand this
project into a more polished and fully realised experience.










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