

Main beauty, planning
2D Art, Promotion
3-person development team, 1 artist
Independently complete all 2D visual art, planning, design, drawing and implementation
Establish project concept, collaborate on copywriting, and Englishize text
Lead the team, be responsible for art-related, coordinate asset docking, implementation, and organization
Independently draw all character/scene/prop assets, including concept drawings and illustrations
Implemented the in-game AVG plot system, and Pr built a storyboard narrative timeline
Designed and produced all the UI interfaces of the game











Case filing|Intention
Games are not just entertainment, but also a carrier of thinking and emotions.
In "The Heart of the Cutting Source", we tell a story about love and redemption, facing the heart. It explores the themes of growth, facing the past, and choosing the future, touching people's hearts in an interactive way.
Core Experience
Innovative Fusion: Combining AVG narrative with ACT action gameplay, in-depth narrative and intense combat are perfectly interwoven.
Independent Craftsmanship: Created by a core three-person team, explore the immersive experience under Unreal Engine 5.
Depth and Reflection: Combining emotional interaction with the entertainment of combat, the game explores humanity and hope with delicate narrative and refreshing combat.
Our Vision
This is not just a game, but also a journey. We hope that through "The Heart of the Slashing Source", every player can find their own courage and write their own destiny.
个人贡献-叙事
In the project, I served as an illustrator and assisted the main writer of the project. My main job was to plan the core narrative outline. Before starting to write the story, I first determined the core idea and built an outline around it, including key events, main plots, character settings, relationship networks, and ensuring that the character motivations drove the story forward.
For example, I defined how the key character Sakura affected the life of the protagonist Minamoto Shinichi, and how this influence led to changes in Shinichi's actions in the subsequent stories. In addition, I marked some details in the outline that needed to be considered before formal writing to ensure that the final story was consistent with the initial idea.
After completing the story outline, I designed the narrative of the entire game based on the outline. I expanded the key events in the outline, clarified the specific content of the events, the relevant characters, the dialogues, and the inner thoughts of the protagonist, and explored how these events affected the protagonist's mentality. The whole story is divided into five chapters and unfolds in a preset order. In terms of the overall game experience, I adopted a flashback non-linear narrative method, gradually unlocking the story through the advancement of the game levels, providing players with the opportunity to piece together the background and make the story more deeply rooted in the hearts of the people.
Copywriting/English translation

I worked with the chief writer to complete a narrative copy of more than 10,000 words.
And independently completed the English translation and proofreading of all the documents
The artworks on display are all personal drawings.
角色设计
All 2D art, 2D and 3D concept designs of the game were completed by one person
The design has gone through many iterations and the style has been adjusted to fit the tone of the plot.
Main characters: "Gen. Shinichi" & "Sakura"
Initial sketches and settings

Main characters: "Gen. Shinichi" & "Sakura"
Determine the design






cherry







Source·Heart
Some enemy characters are shown: "Unknown Samurai" & "Gears of War D"
Determine the design



My former colleagues, your choices are different now.
This is the final ultimatum
Visual inspiration: Metal Gear Solid




正处于测试阶段的战争机器人
财阀的「眼」,亦是「壁」,压迫与统治的象征


Storyboard/AVG Narrative Design
在完成叙事,插画设计后,我为 AVG 系统做准备。与文案,和程序协作。使用 Premiere 制作分镜,视觉效果,图片过渡,叙事文本,插图的匹配,以便程序实现
插画与叙事开发并行,创建一种高效的双线工作流程
我在每张分镜中标注详细信息,如情节发展、情感表达、镜头角度等
使每个场景的构图更加清晰,提供给文案以确保分镜与剧情表达没有出入
In the demo version as of November, the story has advanced through five major narrative levels and chapters.
In the game, players will encounter different fragments of memories, special events within the game, and prop interactions while exploring the chaebol building.
Through flashback memories, the protagonist encounters his nightmare self. Now his will is no longer shaken, and he gradually unravels the purpose of this journey.

Concept and ideas of storyboard design
1. Conception: Narrative and Emotion
Clarify the narrative nodes and emotional tone of the level, and use storyboards to expand emotions rather than simply translate the text.
Delete content with weak memory points, design around core memory points, and ensure that every frame leaves a deep impression on the audience.
Scenes and illustrations serve a unified emotional goal and enhance narrative tension.
2. Text: rhythm of movement and stillness
The text and images interact harmoniously to build narrative tension and create emotional resonance between the shots and lines.
3. Implementation: Storyboard Composition
Rule of thirds and diagonal lines: guide the eyes to focus on key plots, enhance the sense of hierarchy and visual tension.
Frame composition: Using architectural structure to create a sense of oppression, symbolizing predicament and loneliness.
Contrast layout: Use the contrast between the protagonist and the huge symbol of fear to strengthen the psychological tension and highlight the dramatic conflict.


Act 1, key frames (left), storyboard presentation (right)

Act 2, key frames (left), storyboard presentation (right)
Storyboard display
Drawing with Procreate

Use UE5 and Adobe Premiere to create storyboards, and embed the traditional AVG system into UE5




Dynamic Storyboard


Dynamic storyboard drawing, layering to highlight depth of field, etc.


Illustration
Concept illustrations, illustrations, and character drawings were done using Procreate and Adobe Photoshop


技能,UI美术
The game skill design, UI, and AVG selection box design were all completed by one person. A simple cyberpunk art style is used to match the scene and character design.
Vector icons made with Adobe Photoshop and Adobe illustrator




Some skills demonstration









Timeline and team management
As one of the game producers, one of my responsibilities is to manage the project timeline.
I am responsible for aspects such as visual and sound effects, resource docking, testing, organization and storage of art resources, as well as regular meetings, and related creative follow-up and promotion.
I used Monday project management software to monitor progress and divided the development process into several stages: one week of pre-design, one month of content creation, two two-week content iterations and testing, and the last month for polishing and fixing potential problems. In each stage, I assigned tasks and set deadlines for different departments (such as music, narrative copywriting, and 3D production) to ensure that team members could advance their work in parallel. At the same time, I reserved extra time to deal with unexpected delays to ensure that the project was completed on time.
Take meeting minutes and ensure members follow up on meeting progress. Ensure work efficiency and avoid solving duplicate problems.


Discord and Tencent Meeting regular meeting minutes

Scene/landscape design
Level design is also an important part of the storyline. Although I am not directly responsible for level design and all the level design content , as a planner and main artist, I will meet with the level designers regularly to assign tasks and demonstrate the design of the expected scenes to ensure that the design elements are consistent with the storyline design.








