Major Project I

22/09/2025-//2026/1/1
Huang jiaqi /0371553
Bachelor of Design in Creative Media
Table of Contents
Introduction
Project:
Task 1: Proposal Development
For the first project, we must brainstorm and formulate a project proposal. This proposal should encompass: a project overview (title, problem statement, proposed concept, USP); project specifications (format, duration, genre, visual style); team roles and responsibilities; and a project delivery timeline. For animation projects, we must include loglines, synopses, story themes, character and world descriptions within the slides.
This week, we received a briefing on the module and project methodology. This module is dedicated to the final-year project, which will be divided into two phases: Major Project 1 and Major Project 2. Following this, we organised ourselves according to our specialisms. For my specialism, Digital Animation, we will collaborate with Entertainment Design and Immersive Design. Subsequently, we commenced the grouping process.
Group Members:
Student ID | Student Name |
0371553 | Huang Jiaqi |
0373820 | Guan yu |
Project Development Summary (Week 1–7)
Week 1|Initial Proposal and Concept Exploration
During the tutorial period, our group initiated discussions on possible project directions. After several brainstorming sessions, we initially proposed a concept centred on Chinese mythology, as we believed it carried profound cultural significance and strong potential for immersive storytelling and interactive design.
Three potential narrative directions were identified:
Nuwa Mending the Sky – Players assist Nuwa in collecting five-coloured stones to repair the fractured heavens.
Pangu Creating the World – Players embody Pangu and experience the separation of heaven and earth from primordial chaos.
Houyi Shooting the Suns – Players aid Houyi in shooting down the suns to restore cosmic balance.
Our overarching theme at this stage was “Mythology and Immersion”, aiming to explore how traditional narratives could be reinterpreted through interactive and immersive experiences. We planned to first construct a narrative prototype using Ren’Py, then migrate dialogue systems and branching logic into Unity or Unreal Engine for immersive 3D realisation.
My proposal:
Week 2|Lecturer Feedback and Direction Adjustment
In Week 2, we presented our proposal to the lecturer for feedback. While the lecturer responded positively to the concept of Chinese mythology, they highlighted that implementing such narratives through immersive technologies would be technically challenging within the given timeframe. As a result, the lecturer suggested shifting towards a Unity-based immersive game project that could better balance creativity and technical feasibility.
Following the tutor's feedback, my partner and I deliberated at length and decided to create an immersive parkour game set in a cyberpunk city.
Project Title : Vibe Runner
The primary objective of Vibe Runner is to create an immersive first-person VR endless runner game set in a futuristic cyberpunk city.
Players will continuously move through a neon-lit environment, collecting energy coins and avoiding dynamically generated obstacles, while the atmosphere evolves with lighting, sound, and tempo changes.
The project aims to:
Explore how visual design, color, and lighting influence immersion and player emotion in VR.
Experiment with sound design and spatial audio to enhance the feeling of movement and environmental depth.
Develop a looping world system that creates an illusion of infinite space using free assets and simple scripting.
Provide a learning platform for beginner VR developers, focusing on simplified controls and accessible development techniques.
World Overview
World Name: Vibe Runner
World Summary:
The game takes place in Cyber City, a neon-drenched metropolis pulsing with holographic lights and digital energy.
Streets are filled with flashing billboards, speeding drones, and endless data streams that blur the line between reality and code.
As the player, you take the role of a data runner, racing through the city’s glowing alleys to collect stars.
Week 3|Finalising Theme and Self-Learning Unity
From Week 2 onwards, we finalised our new theme: a cyberpunk city parkour game with immersive elements. Both my teammate, Guan Yu, and I had limited prior experience with Unity, which meant we needed to engage in extensive self-directed learning.
In Week 3, we began familiarising ourselves with Unity by studying online tutorials from platforms such as YouTube and Bilibili, focusing on basic scene setup, navigation, and game object management.
Week 4–5|Cyberpunk Environment Research and Asset Development
During Weeks 4 and 5, we conducted visual and thematic research into cyberpunk city environments. This process involved developing early sketches, analysing reference images, and gradually progressing towards finalised 3D models and scene layouts. The aim was to create an environment that supported fast-paced movement and urban exploration
Visual reference
Fig 1.2Visual reference
Fig 1.3Visual reference
For visual reference, our city adopts a cyberpunk aesthetic, with purple serving as the primary colour scheme.
Sketches
Fig 1.4 Sketches
In the concept sketches, we aim to depict a game's current stage. At present, we are primarily using a third-person perspective for preliminary testing of the project.
Game Environment Construction
Fig 1.6 Principal buildings
Character design
Floors
Fig 1.13 Urban roads
Fig 1.14 Urban roads
Fig 1.15 Urban roads
Props
Fig 1.16 Props
Prefabds
My partner and I have essentially completed the scene production, and we shall now proceed to assemble the entire city.
Fig 1.24 Building the city
Fig 1.25 Building the city
Fig 1.26 Building the city
Fig 1.28 Building the city
Fig 1.29 The urban underbelly
Fig 1.30 Aerial view of the city
During the fourth and fifth weeks, my partner and I essentially completed the city's construction, with the entire road network and urban planning modelled on Tokyo as a reference.
Fig 1.31 City Main View
Week 6|Third-Person Gameplay Testing
In Week 6, we began testing gameplay using a third-person perspective. Due to our unfamiliarity with VR systems at this stage, we decided to initially implement and test a 3D parkour prototype using a traditional third-person camera. This approach allowed us to validate core mechanics such as movement, jumping, and level structure before transitioning to immersive development.
By the end of this week, the overall game framework had been established and tested.
Fig 1.32 Testing
Week 7|Presentation and Progress Review
In Week 7, we presented our project progress to the class. The presentation covered our theme transition, research process, Unity learning journey, and gameplay testing results.
Feedback from the lecturer and peers helped us recognise both the strengths and weaknesses of our project. While the concept and environment were well received, we were encouraged to further refine gameplay mechanics and improve immersion through sound and visual effects.
This presentation helped us clarify our next steps and reflect on how far we had progressed despite starting from zero technical experience.
Week 8 – Transition from PC-Based Gameplay to VR Development
In Week 8, our project entered a critical transition phase, shifting from a PC-based third-person parkour game to a VR-oriented immersive experience. This change required us to rethink not only the camera perspective but also player interaction, movement logic, and interface design.
During this stage, we encountered significant technical limitations, particularly related to hardware compatibility. As we were working on Mac computers, we discovered that many VR devices could not be directly connected or fully supported. This created obstacles in testing and slowed down our development process.
We also began exploring Unity XR systems, including OpenXR and VR camera rig configurations. Although the setup process was challenging, this week allowed us to understand the fundamental differences between traditional PC gameplay and VR-based interaction.
Week 9 – VR Environment Setup and Initial Interaction Testing
In Week 9, we focused on setting up the basic VR environment within Unity. This included configuring XR Plugin Management, testing VR camera behaviour, and understanding how player movement translates into a virtual space.
One of the major challenges was adapting our existing PC control logic to VR. Movement systems that worked well with keyboard input caused discomfort or disorientation when applied directly to VR. As a result, we began simplifying movement speed and testing different interaction distances.
This week highlighted the importance of comfort and usability in VR design, reinforcing that immersive experiences must prioritise the player’s physical perception.
Week 10 – UI Design Challenges in VR
Week 10 was primarily dedicated to UI and interface adjustments for VR. Unlike PC games, where UI elements are fixed on screen, VR requires UI to exist within 3D space.
We encountered issues with UI visibility, scaling, and positioning—especially on high-resolution displays and Mac systems. Text elements that appeared clear in PC mode became difficult to read in VR.
Through trial and error, we experimented with Canvas World Space settings, font sizes, and layout distances. This process helped us understand how spatial UI design directly affects user experience in immersive environments.

Week 11 – Interaction Logic and Gameplay Mechanism Refinement
In Week 11, we focused on refining gameplay mechanics and interaction logic for VR. This included improving collision detection, adjusting coin collection triggers, and ensuring that scoring systems functioned correctly in an immersive context.
We identified several bugs related to Collider and Rigidbody interactions, where objects did not respond consistently in VR mode. By revisiting our physics settings and scripts, we gradually stabilised these systems.
This stage reinforced the importance of testing gameplay logic from the player’s perspective, rather than relying solely on technical correctness.


Once the foundational code was established, we proceeded to conduct game testing.
Through game testing, we can observe that players can collide with coins normally, and coins disappear upon collision. The timer and scoreboard also function correctly.
Week 12 – Lecturer Feedback and Iterative Improvement
Week 12 was heavily influenced by lecturer feedback, which encouraged us to further refine interaction clarity and reduce unnecessary complexity.
Based on these suggestions, we simplified the game interface, adjusted button placement, and improved interaction responsiveness. We also revisited our code structure to ensure smoother performance during VR testing.
This iterative process demonstrated how feedback-driven development is essential in immersive design, as small adjustments can significantly improve usability and player comfort.
Week 13 – System Optimisation and VR Testing
In Week 13, we conducted multiple rounds of VR testing, focusing on system stability, interaction accuracy, and overall immersion.
We tested the game under different conditions to identify potential issues such as delayed input responses, collision misalignment, and UI inconsistencies. Through continuous debugging, we optimised both the gameplay scripts and VR setup.
This week allowed us to consolidate our learning, as technical experimentation gradually translated into a more polished and immersive experience.
My partner Guan Yu and I continually refined and tested our work, seeking guidance from our teacher through feedback.
YouTube link:https://www.youtube.com/watch?v=wUQgeQC8bEM
Week 14 – Final Refinement and Reflection
In the final week, our focus was on final optimisation and project reflection. We reviewed all implemented systems, including player movement, coin collection, scoring feedback, and VR UI.
Through repeated testing and refinement, we improved the game’s overall coherence and immersion. More importantly, this final stage helped us recognise that VR development is not merely an extension of PC game design, but a distinct discipline that requires constant iteration, user testing, and sensitivity to human perception.
This project significantly enhanced our understanding of immersive design workflows and prepared us for more advanced VR development in future semesters.
submission
From a VR perspective, the overall gameplay experience became significantly more immersive and engaging. Players were able to interact directly with the virtual environment, such as physically colliding with coins to collect them and triggering traps that resulted in falling or failure states. These interactions transformed abstract game mechanics into embodied experiences, where movement and spatial awareness played a crucial role. Instead of merely controlling a character through a screen, players felt present within the cyber city, responding instinctively to obstacles and rewards.
The sense of immersion was further enhanced through real-time feedback, including visual responses and sound effects, which reinforced player actions and outcomes. Falling after triggering a trap introduced tension and consequence, while collecting coins provided immediate gratification and motivation to explore the environment more carefully. Through continuous testing and refinement, we improved interaction accuracy, collision detection, and overall responsiveness within the VR space. This iterative process highlighted the potential of VR as a medium for immersive gameplay, demonstrating how simple mechanics—when experienced from a first-person perspective—can create a compelling and memorable interactive experience.
4. Reflection
Future Development Plan
Planned Improvements
Enhanced VR Interaction Design
Future development will focus on refining VR-based interaction design to achieve a more intuitive and natural user experience. This includes optimising controller input, improving gesture responsiveness, and enhancing spatial interaction accuracy to strengthen player immersion.
Expanded Gameplay Mechanics
To increase gameplay depth and replayability, additional mechanics will be introduced. These may include new types of collectibles, more diverse environmental obstacles, and progression-based challenges that gradually increase in complexity as the player advances.
Improved User Interface and Feedback
The user interface will be further developed to better suit immersive environments. Planned improvements include the implementation of world-space UI elements and enhanced audio-visual feedback systems, allowing players to receive information more clearly without breaking immersion.




















































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