Unit 13 – FMP

Project Proposal

Project Brief – Fixed

Idea starts

Mind map & Inspiration Board

Contact sheet – Primary research – Humor and Satire

Memory – Manipulation Secondary research

Artist research week

Rashomon Report

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Deformation Reports

Detroit: Become Human and the type of game that I want to develop

Story Choosing

The Man and the LionJefferys Taylor

A MAN and a lion once had a dispute,
Which was reckoned the greatest, the man or the brute,
The lion discoursed on his side at some length,
And greatly enlarged on his courage and strength.

The man, one would think, had enough to reply
On his side the question, which none could deny;
But, like many others who make a pretence,
He talk’d perfect nonsense and thought it was sense.

“So,” said he, “don’t be prating, look yonder, I pray,
At that sculpture of marble, now what will you say?”
The lion is vanquish’d; but, as for the man,
He is striding upon him; deny it who can.

“But pray,” said the lion, “who sculptured that stone?”
“One of us,” said the man, “I must cand’dly own;”
“But when we are sculptors,” the other replied
“You will then on the man see the lion astride.


The man might have added, if he had been wise,
“But a beast cannot sculpture a stone if he tries.”
That sufficiently shows where the difference lies.

Moral

It all depends on the point of view, and who tells the story”.

Corresponding illustrations

VR Game Synopses

Character design – MAN

MAN thumbnail sketches

I created a series of thumbnail sketches for the male character, referencing clothing styles spanning from ancient times through the medieval, Victorian, and early modern periods. Out of the nine sketches, four were directly inspired by illustrations from The Man and the Lion. To support the designs, I conducted basic research into medieval fashion. During that time, wool and linen were the primary materials used for clothing. As for color, garments were commonly dyed using woad, a natural blue dye that was accessible and widely used across different social classes.
One of the main challenges in designing this character was the lack of personal detail in the original story. Aside from the fact that the man is described as a forester, there is no information about his name, height, or physical features. The Man and the Lion, like many Aesop’s Fables, originates from stories attributed to Aesop, a slave and storyteller from ancient Greece. Additionally, the marble statue depicted in the story—of a man defeating a lion—references Hercules and the Nemean Lion, one of the legendary Twelve Labors. This connection opens up possibilities for incorporating elements of Greek and Roman mythology into the character’s backstory or visual design.
While working on the thumbnails, I realized that the more visually complex or layered the clothing, the more the essence of the character became obscured. Simplicity, in contrast, revealed more about the character’s raw identity. For example, the second character design—featuring a furry hat, no shirt, and simple shorts—felt more compelling. The minimal clothing made the character feel more grounded, unpretentious, and visually clear. This taught me that restraint in design can often result in stronger storytelling through visual language.

Problem

Solution

Character design – LION

As with the development of the male character, I’ve been careful to avoid assigning specific regional, linguistic, or cultural attributes that might disrupt the character’s neutrality or dilute the universality of their identity. Since The Man and the Lion is a fable that transcends race, culture, and geography, my goal is to design characters that feel universally human—free from associations that might localize or stereotype them.

In this way, both the man and the lion are intended to serve as symbolic representations, rather than figures rooted in a specific place or time. By emphasizing universality over specificity, I hope to allow a wider audience to connect with the story and its themes on a more personal and reflective level.


Problem:

Before beginning the design of the lion character, I researched the distribution and classifications of lions. Historically, most lions have inhabited Africa and India, and in ancient times, they were also found in the warmer regions of southern Europe, such as the Iberian Peninsula, southern France, Italy, Greece, and Macedonia. These lions are often referred to as European lions, though they are typically classified under the broader category of Asiatic lions. The lions referenced in Aesop’s fables and Greek mythology are likely to have been Asiatic.

When designing the lion character, however, I initially considered lion populations in more recent historical contexts—specifically those in India and Africa. This led me to explore a historical-political backdrop for the human counterpart to the lion. I drew inspiration from 19th-century European powers, such as the British Empire in India, and the colonial division of Africa by countries including Britain, France, Germany, Italy, Portugal, Spain, and Belgium. I also experimented with visual references to indigenous populations in these regions, imagining a character who, like the lion, existed before colonization—eventually designing him with Turkish-Indian features.

While this historical lens offered some compelling visual ideas, I realized that basing character design too heavily on historical or geopolitical contexts risked overshadowing the universal themes of the story. It also posed potential cultural sensitivities and controversy, which could distract from the core narrative. As a result, I decided to move away from designs rooted in historical fact and instead focused on creating symbolic, culturally neutral characters that better reflect the timeless and universal nature of The Man and the Lion.

Solution:

In addition to designing the man, I approached the lion character with the goal of creating the most universal and symbolic representation possible. Rather than tying the lion to a specific region, species, or cultural reference, I focused on capturing the essence of the lion as a timeless figure of strength, dignity, and wild nature—allowing it to resonate universally across different cultures and eras.


3D Weight paint based drawing

In addition to sketching the lion’s muscle volume and skeletal structure, I plan to implement the muscle system using Blender’s X-Muscle System. Understanding the overall bone structure is crucial—particularly for the rigging process, where a virtual skeleton is embedded into a 3D model to allow for realistic movement.
While drawing, I observed that the lion’s neck muscles are much thicker than I initially expected. The neck is one of the most vulnerable areas for most animals, which likely explains the evolutionary development of strong, dense neck musculature. For example, when humans sense a threat, they instinctively raise their shoulders and lower the neck, reducing its exposure. Similarly, when a lion is in a defensive or aggressive posture, its body lowers and the cervical vertebrae align with the spine, minimizing the neck’s visibility and protecting it from potential attacks.
However, I also faced certain limitations during the drawing process. Due to the inherent constraints of 2D illustration, it was difficult to fully understand or visualize the lion’s muscle and bone structure from multiple angles. This highlighted the importance of transitioning to 3D tools like Blender, where muscle deformation and anatomical accuracy can be explored more comprehensively through dynamic simulation and multi-angle modeling.

Game concepts sketches

3D character creation

1. Modelling

Create the big part first

Problem

1-2. Create the second (detailed) part

MAN

Wrapping

2. Poly-Colouring (UV Painting)

Lion’s eyes – Problem

Lion’s eyes – Solution

Rig + Weight paint

3. Animating

No Mixamo

Man animation reference filming

Animating – Shape Keys

Facial animation using Shape keys


I created four Shape Keys for the male character’s facial expressions: talk, shout, blink, and angry. One of the main advantages of using shape keys is that multiple expressions can be activated simultaneously, allowing for more nuanced and layered emotional states.
However, I noticed that if the values of the shape keys are set too high, the character’s face can become visibly distorted. This happens because the combined deformations of the vertices exceed the mesh’s natural structure, leading to unintended stretching or collapsing of facial features.
To avoid this, it’s important to fine-tune the intensity of each shape key and blend them carefully, especially when multiple expressions are active at once.

Man’s viewpoint

Lion’s viewpoint

Extra meshes

Failure – Cloth making

Reflection:
The final result was terrible—but admittedly quite funny. The clothing ended up resembling a pink plastic Tesco bag. In the original story The Man and the Lion, the man’s profession as a forester is mentioned, but there is no reference to his geographic location or historical era. This ambiguity seems intentional—as if to present him as a universal representation of “man” rather than a culturally or historically specific figure.
With that in mind, I decided to abandon the idea of giving him medieval clothing. I felt that assigning real-world clothing styles might lead to unintended interpretations, which would go against my goal of maintaining the character’s symbolic and neutral identity.
Additionally, my current skill level in 3D clothing design is still quite limited, and the results were not aesthetically pleasing. The poorly constructed garment could easily be misinterpreted by the viewer, which is something I wanted to avoid.
From a technical perspective, I also realized that cloth simulations, especially ones involving fibrous structures and dynamic physics, can be difficult to implement in real-time game engines. This added another reason to simplify the character’s design and focus on clarity over complexity.

Marble Statue

Environmental design 1 – 1

1 – 2

Forest

Problem – There was no need to make textures in Blender


I I changed the background color to help convey the overall mood of the game and to support the narrative perspective shift. From the lion’s point of view, the background is rendered in blue, evoking a sense of calm, dignity, or detachment. In contrast, when the perspective shifts to the man’s point of view, the background transitions to red, suggesting aggression, urgency, or emotional intensity.
This color contrast not only reinforces the psychological state of each character but also allows the player to easily distinguish between the two perspectives. It serves as a visual storytelling device, helping players intuitively understand whose memory or version of the story they are currently experiencing.
changed the background color to infer the overall mood of the game. If the background color, which was blue from the lion’s point of view, turns red from the man’s point of view, I think the player will be able to easily distinguish the two.

First Scene & Last Scene Design


UNITY or Unreal Engine 4 ?

Basic VR settings

VR hands settings – Problem

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;

public class HandPresence : MonoBehaviour
{
    public List<GameObject> controllerPrefabs;
    private InputDevice targetDevice;
    // Start is called before the first frame update
    void Start()
    {
        List<InputDevice> devices = new List<InputDevice>();
        InputDeviceCharacteristics rightControllerCharacteristics = InputDeviceCharacteristics.Right | InputDeviceCharacteristics.Controller;
        InputDevices.GetDevicesWithCharacteristics(rightControllerCharacteristics, devices);

        foreach (var item in devices)
        {
            Debug.Log(item.name + item.characteristics);

        }
        if (devices.Count > 0)
        {
            targetDevice = devices[0];
        }

    }

    // Update is called once per frame
    void Update()
    {
      
        if (targetDevice.TryGetFeatureValue(CommonUsages.primaryButton, out bool primaryButtonValue)  && primaryButtonValue)
            Debug.Log("Pressing Primary Button");

       
        if (targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue) && triggerValue > 0.1f)
            Debug.Log("Trigger pressed" + triggerValue);

      
        if (targetDevice.TryGetFeatureValue(CommonUsages.primary2DAxis, out Vector2 primary2DAxisValue) && primary2DAxisValue != Vector2.zero)
            Debug.Log("Primary Touchpad" + primary2DAxisValue);

    }
}

VR hand I’ve done so far

When I used the script mentioned above in Unity, I was able to successfully detect joystick movement, as demonstrated in Valem’s tutorial video. Additionally, button inputs—such as the ‘A’ and ‘B’ buttons on the controller—were recognized correctly.
However, the issue appeared to stem from targeting the VR hand mesh. For some unknown reason, Unity was able to read inputs from the right-hand controller, but not from the left-hand controller. While I believe this could have been resolved with more time and troubleshooting, I ultimately decided not to pursue it further.
The reason was that complex hand animations were not central to the narrative theme of “Rashomon.” Since the story focuses on subjective perspectives and conflicting memories, I concluded that implementing fully articulated VR hands would not significantly enhance the core experience, and thus chose to prioritize narrative development over visual complexity..

The script where the problem occurred

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;

public class HandPresence : MonoBehaviour
{
    public bool showController = false;
    public InputDeviceCharacteristics controllerCharacteristics;
    public List<GameObject> controllerPrefabs;
    public GameObject handModelPrefab;



    private InputDevice targetDevice;
    private GameObject spawnedController;
    private GameObject spawnedHandModel;
    // Start is called before the first frame update
    void Start()
    {
        List<InputDevice> devices = new List<InputDevice>();
     
        InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);

        foreach (var item in devices)
        {
            Debug.Log(item.name + item.characteristics);

        }
        if (devices.Count > 0)
        {
            targetDevice = devices[0];
            GameObject prefab = controllerPrefabs.Find(controller => controller.name == targetDevice.name);
            {
               spawnedController = Instantiate(prefab, transform);
            }
            spawnedHandModel = Instantiate(handModelPrefab, transform);
        }

    }

    // Update is called once per frame
    void Update()
    {
      
        if (showController)
        {
            spawnedHandModel.SetActive(false);
            spawnedController.SetActive(true);
        }
        else
        {

            spawnedHandModel.SetActive(true);
            spawnedController.SetActive(false);
        }
    }
}

Haptic Events

Blender – texture missing Problem, Solution

Problem – Transparency Lion

No Solution

Game Animation

After investing a considerable amount of time, I finally succeeded in producing the character animations. However, interactions with meshes have not yet been implemented. I created a teleportation zone that allows the player to move using the right-hand VR controller, but it has not been fully applied in the game environment.
Although the textures are missing and the background is still incomplete, I was very satisfied with the result—both the main and supporting characters were rendered clearly in the VR space, somewhat reminiscent of the visual clarity found in the game Superhot.
Based on feedback from Ali, who emphasized the importance of strong lighting and a stylized background to enhance immersion, I plan to set the background to black. This will help make the characters feel more three-dimensional and visually striking, drawing more focus to their expressions and interactions.

Lighting Problem

Script for Voice Over

Music & Voice Over

Voice Over, Sound editing

Scene change Programming

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;



public class SceneSwitch : MonoBehaviour
{
    // Start is called before the first frame update






    void OnTriggerEnter(Collider other)
    {
        SceneManager.LoadScene(1);




    }
}

Animation inside Unity

As with the previous animation, by enabling the loop function after creating a specific animation in Unity, I was able to create an animation that repeats infinitely. This is particularly useful for background actions or idle movements that need to play continuously throughout the scene.

Blood Particle system

Final Scene

Final game playing


Final Evaluation

I applied to a university department with a focus on VR and Game Design. As I considered which of the two fields to pursue as a career, I decided to create my own VR game as the final project—a way to explore both my aptitude and gain insight into the current state of the industry.

Through Unit 13, I ultimately chose to follow the path of Game Design. This unit was especially important to me, as it allowed me to experience the entire development pipeline: from character design and narrative development, to programming, 3D modeling, and animation. The process helped solidify my direction and gave me the confidence to move forward with my decision.

This project was also meaningful in that it allowed me to deepen my understanding of C# programming in a more professional context. It was my third attempt at developing a Unity game using C#, and compared to my previous projects, I was able to learn more advanced techniques and useful tips.

Through this experience, I also developed an interest in other computer languages, such as Blueprint, Java, and C++, particularly within Unreal Engine 4. What began in Unit 1 as an interest in fine art has gradually evolved into a genuine fascination with the engineering side of creative technology, such as game programming.

The greatest benefit of this transition is that it has broadened my artistic perspective—I now see creativity not only in traditional mediums, but also in systems, code, and interactivity.

However, even while engaging in technical research, I have never neglected my artistic and humanities-based inquiry. After reading Ryūnosuke Akutagawa’s collection of short stories, I discovered that In a Grove and Rashomon were the key literary works that deeply influenced Akira Kurosawa’s film Rashomon.

For a long time, I have reflected on how to visually reinterpret the Rashomon effect, particularly by connecting it to memory distortion and psychological transience. My reinterpretation is this: each character recalls or testifies to events in a way that benefits themselves, and in doing so, the visual elements of their memory become distorted—emphasizing what they wish to highlight, whether consciously or unconsciously.

This conceptual approach is why I investigated fashion and visual distortion in 20th-century European art and culture, seeking to understand how exaggeration, deformation, and stylization can serve as tools for conveying subjective truth.

From this point onward, I would like to describe my weekly timetable, blogging process, and the preparation for my final presentation.

In the first week, while I was still in Korea, I focused on developing initial ideas for the project. During this time, I became particularly interested in the theme of “laughter,” which I realized could carry many different meanings—ranging from joy to irony, satire, or even despair.

While visiting an exhibition of Chinese artist Yue Minjun in Seoul, I was struck by his signature laughing faces—exaggerated, distorted, and visually intense, often carrying sharp humorous and political satire toward the Chinese government. His work deeply intrigued me and led me to explore the broader concept of humor as a critical lens.

This interest soon led me to revisit Aesop’s Fables, which also deliver moral critique through humor, and I explored Marc Chagall’s illustrations of the fables for additional visual inspiration.

At the same time, I watched Akira Kurosawa’s film Rashomon and became fascinated by how subjective truth and perspective shape storytelling. That’s when I had the idea to merge the Rashomon effect with the concept of humor and satire—to explore how memory, distortion, and laughter intersect in both art and narrative.


In the second and third weeks, I continued exploring related texts and became deeply engaged with the works of Akutagawa Ryunosuke. His narratives, particularly In a Grove, resonated strongly with the theme of subjective truth, which is central to Rashomon. During this time, I also discovered the fable “The Man and the Lion”—a story that, like Rashomon, raises questions about perspective and conflicting testimonies. I saw a strong conceptual link between Akutagawa’s themes and Aesop’s Fables, and this connection laid the foundation for my narrative.

In the fourth week, I began sketching the 2D character concepts and studied lion anatomy in detail, which later helped me with accurate sculpting in Blender. I also started sculpting the characters in 3D, focusing on realistic muscle structures and proportions.

In the fifth and sixth weeks, I focused on texturing and animating the characters. I applied UV mapping and texture painting, and implemented basic rigging and animation to prepare the assets for game integration.

Starting from the seventh week, I began working in Unity in earnest. I actively studied game development through online resources, tutorials, and YouTube channels, particularly those related to VR game creation. This was also the point when my interest in game design grew significantly.

During weeks eight and nine, I successfully imported Blender animations into Unity, working on refining the scenes and syncing animations with the gameplay experience.

In the tenth week, I implemented Fumio Hayasaka’s piece “Tryst” into the game engine, which enhanced the overall mood of the game. I also programmed a portal system that allowed players to switch perspectives—from the man’s point of view to the lion’s.

Finally, in the eleventh week, I added voice-over recordings and implemented haptic feedback, allowing players to experience simulated touch through VR controllers. I also completed the game’s background design, adjusted lighting, and finalized the atmosphere to reflect the emotional tone of the story.

It was somewhat regrettable that I couldn’t update my blog with more detailed documentation, as I prioritized the development of the game itself. In particular, there were numerous technical trials and errors when exporting Blender files to the Unity engine. However, I often focused on solving the problems rather than recording them. Once resolved, the issues would often be forgotten before I had a chance to reflect or write about them. Despite this, I still did my best to document the process on my blog to preserve as much of the experience as possible.

Producing a VR game turned out to be much more engineering-focused than traditional artistic disciplines. Consequently, I realized that explaining every technical detail was not always necessary or effective for communication. To address this, I tried to embed personal reflection within technical descriptions. For example, I documented each problem I faced, shared my thought process, and described how I approached finding a solution. This gave the blog a more subjective and narrative-driven perspective.

For my final presentation, I demonstrated the project by wearing a VR headset and playing the game live. It was an experimental and ambitious format, but unfortunately, unexpected technical issues arose—such as device malfunctions and screen-sharing errors—that compromised the presentation’s effectiveness.

From this experience, I learned that when presenting real-time media, such as games, it is often more effective to prepare a pre-recorded gameplay video. This ensures stability and allows the audience to fully understand the content without being distracted by technical interruptions. I also realized that using overly technical terminology during a presentation can make it difficult for the audience to follow. Clear and accessible language is crucial when communicating with a diverse audience.

Presentation

Previous peer assessment for Pat

Peer assessment for Andy

Peer assessment for Evan

Peer assessment from Andy

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