This project is a third-person puzzle adventure exploring the connection between Chinese characters and natural elements. Players take the role of a traveler who restores balance to a forgotten world by listening to environmental sounds and choosing the correct Chinese characters to unlock paths and progress through levels.
Each level represents an element—such as wind, water, and earth—and combines sound-based puzzles, environmental storytelling, and interactive symbolism. Visual design draws inspiration from Chinese painting aesthetics, while modern 3D modeling and texturing techniques bring the world to life.
#Maya #3D Substance Painter #Photoshop #Unreal Engine #Blueprint #GameDesign #VFX #UIUX #Niagara System #Adobe After Effect

Start UI
“Hi! Traveler, welcome to The Lost Memory. With the development of civilization, people gradually forgot the original elements and power of the nature. Because people forgot them, the land fell apart. Without the source of faith, the elves gradually lost their power. Will you help me?”
(Click random get into tutorial lv)

Wind Level
LV 1
​The traveler will listen to soundtrack and choose the “proper character” and then start their Journey.
Level Breaks Up
Point
Choose Correct Chinese Character
Arrive "Question Point"
(Sound grows stronger by distance to portal)
(Sound grows stronger by distance to portal)
(What sound flies farther in the air?)
(END)
SET ‘Wind Fireworks’ and then enter to next level trough portal.

UI RING
Door opens
Barrier disappears

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Design in Photoshop
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Building models in Maya

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Chinese character to Graphic Design


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Import into UE and making Shaders
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Create and build in Niagara with Particle.

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Wind Fireworks using Niagara system:


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Button to generate fireworks:
​ If Player chose ‘wrong Chinese character’,we will see ‘NOT ME’ for printing on screen.



If Player chose ‘Right Chinese character’,we will see ‘Quite UI’ and can bring ‘Feng(Wind)’ character’ to ‘Wind fireworks’.
Then player can quite UI and enter portal to next level.

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This project is a hand-drawn 2D game blending playful design and challenging gameplay. The player controls a rolling tomato who must collect flowers to unlock a cave entrance and advance to the next level. Each flower acts as a key, while traps and enemies test the player’s timing and patience.
A newly added ant enemy follows the tomato with simple AI behavior, flipping direction and jumping to match the player’s movement. The trap system and health UI bring a sense of danger and reward, encouraging persistence.
All visuals, including the tomato, key, and ant were illustrated in Procreate, then animated in Unreal Engine using 2D sprite flipbooks and blueprints. Core mechanics like key collection, door unlocking, and spike damage were scripted in Blueprint, with a health bar and restart menu completing the user experience.
#Procreate #Unreal Engine #Blueprint #2D Game #Game Mechanics #AI Behavior #UI Design


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LV 1
The player needs to collect flowers to open a cave entrance and enter the next level.
Losing health and returns to its starting point
Starting Point
Losing health and returns to its starting point
If the ant catches up with the tomato
The tomato hits a spike trap,
Arriving at the cave entrance and enter the next level
Health = 0
​THE TOMATO DIED
Health = 0
​THE TOMATO DIED
Need Key
You Lose
You Lose
Restart?
Quit?
HINT: If you hit the ant while walking. The ant may get knocked off, and if it lands on a coordinate that is not z=0, it will no longer be a threat to you.
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I imported the images into Unreal, made them as “Sprite”, and turned them into “Flipbook”. Next, I created a blueprint class, and search for “Paper ZD Character” in searching bar. And I created the blueprints of Player Controller and Game Mode for manipulating my own character, and its perspective and changing the starting point (PlayerStart) at the beginning of the game. Then I set up the Animation Source and Paper ZD Animation Blueprint for the AnimGraph.


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Camera Setting


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​AnimGraph

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Important Characters' Blueprints:
1. Tomato


2. Ant

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​Health:

Initial Health:


Calculates and returns a percentage of the player’s current health for Health Progress Bar displays:

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Number of Key:

A Print String for test:


If Player gets a key:

If Player doesn't get a key:

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When the character has the key:
​ Print String “Next!” will appear on the screen when overlapping the door, and the “End” Widget appears

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When the character lose health (it will cause character lose 10 health):
​ If Current Health is equal or less than 0.0 is true, the menu will pop up, and player could choose buttons “Restart” or “Exit”.​ If Current Health is still more than 0.0, the controllable character will be forced to move to the starting point



A Print String for test:

A Demo of the character reach 0 health:

A Game Shot of the Menu when the character died:

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Unnamed 2D Game
#Procreate #Unreal Engine #Blueprint #2D Game #Game Mechanics #UI Design






Idle Walk Jump Climb Hurt






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Unnamed First-Person Games
#Unreal Engine #Blueprint #3D Game #Game Mechanics






