Major Project II / Final Compilation & Reflection

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


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 (中国风), 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 (中国风) 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.

Figure 1.4 Testing Asset Model Compatibility

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 1.7 Testing Dragon Model Compatibility

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.
Figure 2.1 Finalised Version Of UI Landing Page Design
Figure 2.2 Name Label Design

SCRIPT

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.

Figure 3.4 Presentation

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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