


3D Art, 2D Art, UI, Promotion
3-person art team, University of California Game Design Expo, won the second place + $1,200 prize
Completed all 2D scene drawing, produced character effects, animation, and concept art
All battle scene UI, pixel character original paintings, and 1 large 3D scene modeling and material creation
Poster and trailer design
Production: Procreate, Adobe Photoshop, Blender, Nomad
Categories: JRPG , Narrative , Pixel Art , Singleplayer , Tactical RPG
Platform: Windows









Narrative
The fate of an era rises and falls; under the gaze of the gods, the secrets of the gears cause disputes. Is it a spark that drives progress, or a chain of power corruption? When outsiders shake the order, justice and betrayal intertwine, faith and ambition collide, and the gears of history begin to reverse - every choice is like a tiny tooth, driving an unpredictable future.
In the grand narrative woven by humans, who can define justice? Who can escape fate?
Project Manager
Unlike the other three projects, the Royal Gear project allowed me to invest more time in creating the artwork.
Contributed art and creative guidance to the entire project, more than 80% of the 2D art resources, and 20% of the 3D art resources, as well as external publicity and promotion.
As the main 2D artist, 3D artist, and UI artist, I am responsible for the output of art resources and creative creation in the project.
During the project, I communicated with technical artists and planners about the project's concept and expected duration.
Create visuals and think about how to incorporate interactive experiences.
Royal Gear has a fantasy and technological worldview set in the British background, and appropriately adds real-life scene research to increase the depth of visual elements .
Awards
The demo of this project won the second place in the 2024 University of California, Irvine Game Design Summit.
We stood out from the competition among 20 other projects in the region.
Prize money: 1,200 USD (about 9,000 RMB)

Character Design
I was responsible for the iterative redesign of 15% of the character pixel sprites in the game, including dynamic effects (excluding character original paintings and standing paintings)
Then we completed the in-game transplantation of all pixel character sprites and the production of dynamic effects.
The design has gone through multiple iterations and references to fit the theme stories behind different characters.



























The art works on display are all personal works (only representative works are displayed)
Prop Design (2D and Modeling)
I independently completed 90% of the game's props, deck design, 2D concept design and original painting, in-game 3D modeling and material drawing
The design has been researched, iterated many times, and the style has been adjusted to fit the plot.



















UI Design
I independently completed the UI, 2D concept design and implementation of the in-game combat system, including dynamic effects
The design has gone through many iterations and the style has been adjusted to fit the tone of the plot.














Scene Design
Independently draw all the pixels and stylized scenes in the game















Clips animation design
The game's plot is advanced through pixel RPG animations, revealing the kingdom's betrayal and darkness.








Drawing process display
Concept illustrations. I used Procreate and Adobe Photoshop to create the illustrations.
Modeling using Nomad and Blender
Dynamic Clips made with Adobe Premiere




Learn about the game on the Itch.io release page
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