Minor Project - 202003
Week 1
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| Fig 1.1 First Steam UI |
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| Fig 1.2 Steam UI 2014 |
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| Fig 1.3 Steam UI 2018 |
Another example would be Apple Products, Apple started out as a phone company that design the first touchscreen phone for users. At the time it was very revolutionary, having design innovation can lead to huge growth and differentiation. If we were to travel back 20 - 30 years ago and said :" What if this phone is just a screen that we can touch and it could do anything in our control?" People back then would think that its impossible. However Apple proved that its possible and it started from a phone company and its now building an Apple "Ecosystem" and has now made laptops, and touchscreen watches and everything works well together.
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| Fig 1.1 Simple Machines Screenshots |
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| Fig 1.2 Simple Machines Screenshots |
For this week, There was a different meeting concerning the Unity team where different groups that are working on Petrosains are nominated to be part of the Unity team to create a map based on free assets from the Unity Asset store.
We also had a misunderstanding between the design team and the computing science team about the collaboration due to different expectations between the different schools. We were hoping that the meeting could shed some light on the misunderstanding, luckily it did. We were also expected to get our contents by the upcoming week but it came really late and that really damaged our time to think about ideas and have a discussion with the computing science students.
In the meantime there were feedbacks from Mr Mike in the form of Consultation Notes:
Need to aim for a mock presentation of the interactive learning apps that will be built for the week 6 presentation.
Flow of production:
Decide the type of game or interactive learning application (must be supported by moodboards)
Design the flowchart (Information Architecture - IA)
Design the UI/Wireframes
Design the intended final visual of key interfaces (Art Direction)
Design a few key interactive activities that shows the strongest features of your games or interactive apps
Decide the type of game or interactive learning application (must be supported by moodboards)
Design the flowchart (Information Architecture - IA)
Design the UI/Wireframes
Design the intended final visual of key interfaces (Art Direction)
Design a few key interactive activities that shows the strongest features of your games or interactive apps
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| Fig 1.3 Waterwheel 3D Model |
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| Fig 1.4 Solar Panel 3D Model |
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| Fig 1.5 3D Space Screenshots |
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| Fig 1.6 3D Space Screenshots |
Need to produce:
Art Direction (typefaces, color palette, character design, environment design, UI/HUD design)
The confirmed game flowchart as a 2D Platformer Game with the proposed story embedded within
Draft visuals of as many level design art as possible
Draft visuals of the 3D virtual installations if decided to proceed for the VIrtual Science Centre space
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| Fig 1.7 3D Space Screenshots |
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| Fig 1.8 3D Space Screenshots |
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| Fig 1.9 Solar Panel |
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| Fig 2.0 Waterwheel Model |
The medieval water wheel will need to be replaced by more relevant and modern renewable energy equipment and could extend beyond water and solar sources such as wind. The virtual space should also match the visual styling of the actual gallery."
Here are the course to action that Mr. Mike provided :
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Rewrite the interactive animation story
To confirm on the scope of the prototype
Prepare the complete list of assets needed for the prototype development
Confirm on the pixel art style’s count for foreground, middle ground and background objects as a low count will lose definition.
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Rewrite the interactive animation story immediately (Revised storyboard done in Miro)
To confirm on the scope of the prototype immediately (Computing to revert)
Prepare the complete list of assets needed for the prototype development immediately (Done)
Confirm on the pixel art style or stylized vector art direction immediately (Vector to Pixel Edges)
Confirm on the 3D assets needed for Unity virtual space with the information panels (Joseph to revert by 10 June)
Very stressed out during this week because there’s so much to handle in terms of work, although its not as hard as the other members, but I’m doing UI Designs for the 2d game while refining the 3D space. However, I managed to pull it off luckily. We also got news that the remaining parts of the 2d game that is not being coded needs to be animated. That causes distress to our only animation students and us also as we must prepare to help if the workload is too much. With extra news comes extra works, this means that the Gantt Chart needs to be readjusted based on the given workload each week.
UI or screen designs need to be shown next which includes all the HUD and UI elements. Since only 1 of the levels will be fully interactive, the remaining 3 levels would need to be animated as simulation/mockups. All of the relevant vector assets with pixelated edges need to be prepared for the Level 1 game development in Unity. Use the reference below as a guide for production preparation.
Interactive Animation for Unity 2D games production workflow reference: (https://www.behance.net/gallery/80697867/ZapperSnapper-game-Unity-Games-Design)
(https://hanifrrashidupdesign.blogspot.com/2018/08/games-design.html)
As for the 3 other levels which are simulated animations/mockups, production will be via animation pipeline. Latest confirmation from the Computing Team states that they will not be producing any interactive features for the Unity 3D space but just player-approach activation of pop-up text screens. The full interactive features will only be done next semester in Capstone 2.
Screen designs need to be completed for approval.
Upon approval of screen designs, prepare game assets (sprites) for the Unity game development by Computing Team.
Upon approval of screen designs, also prepare for animation production of the simulated/mockup levels which are not interactive.
Prepare the confirmed list of 3D models to be used for the 3D Gallery.
Need to produce the landing home screen for the interactive component. Should emphasize the teaching and information sharing purpose for the 10-18 year olds about renewable energy. Need to maintain the same art direction for all the screen designs.
More Course to Action Notes :
Show a few screen design proposals and the relevant information to be taught by next Tuesday
Joseph to update and confirm on each 3D exhibit’s information type or format (information panels, or video as downloaded from YouTube etc.)
To get the prototype from IT team on Tuesday. The information panel screen should be designed and shown next Friday for review and the animation should start from Level 4 since the likelihood of it being interactive is quite slim.
More Course to Action Notes :
Screen designs need to be revised on the brightness contrast controls for the factory background so that the light rays and all the other foreground elements will pop.
The 3D kiosks screen design needs to be tested in Unity to set the proper size with optimized file sizes and also design the interactive buttons to control the visuals and videos. Make sure that the infographics are properly adapted for screen viewing with sequential design considerations.
We finished everything and now is really just waiting for the announcement of when the final presentation is going to be held. Finally done with this subject, means thats one less module to worry about.
I believe the aim for this module is to let us students experience what industry level production planning is like, and I can dare to say that I’ve learned a lot, throughout these 14 weeks there has been some sudden challenges and obstacles for us to face and we dealt with them carefully and confidently. Our plans were mostly rejected and with each rejection has taught us to plan better and get better ideas quickly as I would assume the industry level is also like that. Although we were working with a really popular company, its not say that they will be professional on they are doing. That has taught me that just because a company is big and popular does not mean that they will be professional. It’s definitely not the most fun module but it certainly has taught me a lot of things.
More Consultation Notes from Mr. Mike :
The animation progression looks fine but the timing for the text might be too fast for the audience.
Computing team has not completed the level 1 interactive prototype as agreed and have not confirmed when. Deadline is Sunday for this level 1 prototype. The rest of the levels will be animation simulations. The Unity 3D space models need to be sent over by today the latest for compilation.













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