About me

【Currently】
Nelson, LAN Ming Shun, is a mature student who returned to school to pursue his progression to a Bachelor's degree in digital media. In the current year, he is executing 2 animation projects individually, forming groups to craft their own board game, digital game and making metaverse development. The final outcome was satisfactory and fruitful, becoming a first-class honours graduate.

【Career Pathway】
He is also a past teaching assistant in a government primary school. In that period, he processed multimedia content like photography, video taking and editing and classroom support, of course, technical support as well.

【Professional Development】
He is also a Minecraft content creator who constructed his Minecraft server with a YouTuber; the server project has run for 7 years. Further, he developed a prototype of digital game content after his school duty, and updates content irregularly on his YouTube channel.

【Volunteering】
Localisation of game content as a former Steam Translation Server volunteer translator for about 4 years. When he was a student, he engaged in many volunteer activities, such as being a librarian and working on the campus TV at his school.

Research Interests

  • design icon

    Game Design, Planning, Architecture

    Board game (Physical Game) / Digital Content

  • Web development icon

    Game Development

    Board game / Digital Prototype

  • mobile app icon

    Game Studies

    Ludology, Game Studies Research, Gamification Learning, Game Localization.

  • camera icon

    Animation

    3D Animation, Technical Animation

Testimonials

  • SophieWong

    Wong Sophie

    26 Dec 2018

    Nelson is an exceptionally dedicated individual who embodies the qualities of a true servant leader, as we worked in his Minecraft server team before my health decline.

    Nelson's work ethic is remarkable; he consistently goes above and beyond in his contributions, sparing no effort, but please stay up enough sleep, PLEASE!

    Nelson values his humility and willingness to listen to others. He remains open and receptive to feedback, despite his leadership role, to cultivate and foster a collaborative, supportive, flat environment.

    As I know, his game research skills are particularly impressive, especially his high degree in mathematics, which greatly enhances output.

    He produces meticulously organised game design documents, ensuring clarity and efficiency in our projects in any aspect concerned.

    His ability to prioritise the needs of the team over personal recognition speaks volumes about his character.

    I wholeheartedly recommend Nelson Lan for any opportunity, as his leadership qualities will undoubtedly make a positive impact wherever he goes.

    (Extracted from Sophie's memoir 2018, per her will and estate. She passed away peacefully on 10 October 22, due to her prolonged sickness.)
    (Would in Remembrance, her name, creativity and spirit will continue as an ode to inspire all who knew her work.)

Projects

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【履歷】 Resume

Educational Attainment (接受教育程度)

  1. 2024 — 2025

    BSc (Hons) Digital Media (數碼媒體 (榮譽) 理學士)

    University of the West of England (UWE Bristol) &
    The School for Higher and Professional Education, Vocational Training Council (SHAPE, VTC)


    Status: Obtained (HKQF5)
    Academic Honours :
    FIRST Class Honours accompanied by SPSS Scholarship Awardees
    (「一級榮譽畢業生」 同時榮獲 「SPSS」 政府獎學金)

    Click to expand/collapse
    - An intensive one-year top-up programme and the curriculum emphasises transdisciplinary project-based learning, built around 4 (FOUR) specialised modules and pathways only in this programme, 30 credits each, equal to 300 hours of learning time each, respectively.
    - Cultivating both technical proficiency and essential research skills for postgraduate study or related roles.
    - Lecturers from UWE and VTC would like me to improve my peers' learning abilities, motivation, and even grades during the university admission phone interview based on my former experience in education and the individual game industries.
    - Learning activities still continue after leaving school via Discord servers and private messages.

    Modules list
    Elective (I) -- UFCFM4-30-3 Commercial Games Development
    Elective (II) -- UFCFEC-30-3 3D Modelling and Animation
    Core (I) -- UFCFS4-30-3 Creative Technologies Project
    Core (II) -- UFCFQ5-30-3 Interaction Design

    According to records, the study workload and investment of those above-listed modules are 49.75, 227.5, 298.5, and 188.375 hours, respectively.

  2. 2015 — 2017

    Higher Diploma Programme in Computer Games Development (電腦遊戲開發高級文憑)

    School of Continuing and Professional Studies, The Chinese University of Hong Kong 香港中文大學專業進修學院


    Status: Obtained (HKQF4)
    GPA: 3.15/4.0
    Academic Honours : Merit (with Dean's List) 成績良好畢業

    - Essential knowledge in game software development, computer graphics (3d modelling and animation), mathematics, logic, and advanced topics.
    - A capstone project is required and completed to fulfil graduation requirements.
    - Also, a gateway to articulate from college to the university education system, a bachelor's programme.
    - Also served as Peer Educator (同儕導師), to improve my peers' learning abilities and grades during the computer game development higher diploma, especially for subjects requiring advanced maths, based on my strong understanding of these subjects.

  3. 2014 — 2015

    Diploma Programme in Foundation Studies (基礎教育文憑)

    School of Continuing and Professional Studies, The Chinese University of Hong Kong 香港中文大學專業進修學院


    Status: Obtained (HKQF3)
    GPA: 3.47/4.0
    Academic Honours : Merit (with Dean's List) 成績良好畢業

    - 10 Modules of foundation college education that smooth the transition from the HKDSE, which is a gateway to the progressive education, higher diploma.

  4. 2008 — 2014

    Form 1 to Form 3 & NSS Senior S.4 - S.6

    Yan Chai Hospital Lan Chi Pat Memorial Secondary School 仁濟醫院靚次伯紀念中學


    Status: Obtained
    Electives: Chemistry (Lv.4) and ICT (Lv.4, Lv.4)
    Academic Honours :

    - Served as Librarian Team Vice-Chairman for 5 years, and serval Multiple Roles in Campus-TV, Computer, Science, Mathematic Academic Socialites.
    - Also served as Peer Educator (同儕導師), to improve my peers' learning abilities and HKDSE grades during the elective subject, Chemistry, based on my advanced understanding of this subject, such experience has been proven in an unofficial document.


Academic Honours (學術榮譽)

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  1. 2025 — 2025

    BSc (Hons) Digital Media - FIRST Class Honours Graduate

  2. 2025 — 2025

    Endeavour Scholarship Awardees

    Self-financing Post-secondary Scholarship Scheme, Government of Hong Kong SAR


  3. 2017

    Higher Diploma Merit Graduate


  4. 2016 — 2017

    Dean's List in (AY16/17 Higher Diploma Semester 3, 4)


  5. 2015 — 2016

    Dean's List in (AY15/16 Higher Diploma Semester 1, 2)


  6. 2014 — 2015

    Dean's List in (AY14/15 Foundation Diploma Semester 1, 2)

    Academic distinction is awarded to students who achieve a high level of academic performance, often within an academic year or term.


  7. 2008 — 2014

    20+ Academic Subject Awards (F1 - F6) accompanied with scholarships

    20+ Academic, Subject Awards were received (10 * Awards were accompanied with scholarships)




Career Pathway and Professional Development (職涯及專業發展)

Career Pathway (職涯)


  1. SEP 2020 - AUG 2021* & NOV 2021* - JUL 2024

    Information Technology Teaching Assistant (會考程度 及 預科程度- 教學助理(資訊科技))

    @ Tseung Kwan O Government Primary School (將軍澳官立小學)


    - Similar capacity (like "Peer Educator") as a knowledge transfer in full-time work at a primary school in the above position.
    - Provided consulting and IT support by resolving hardware and software issues, tracing support tickets.
    - Fabricating user instructions and guides, and translating third-party technical documents into our understandable manual.
    - Multimedia content producing (videos, photos, graphics).
    - Administered, supported and configured school systems like “eClass” and supported the daily use of platforms.
    - Daily clerical and administrative tasks in the staff room, such as report and document preparation.
    - Classroom support is also a plus of duties.
    (* Note: Emergency medical condition(s) (Sept–Oct 2021) leave due to post-vaccination adverse reaction.)


  2. SEPT 2019 — AUG 2020

    e-Learning Support Officer (電子教學支援員)

    @ Tseung Kwan O Government Primary School (將軍澳官立小學)


    - Same as above, but more in a supportive role as a junior position.


  3. JUNE 2016 — AUG 2016

    Instructor (導師)

    @ Various Community Centres (不同的社區中心)


    - Teaching P4 - Pre S1 students to use AppInventor2 to make their application, and using HTML, W3School, and different pipeline tools to make their website.

Leadership and Professional Experience (專業發展)


  1. SEP 2013 - APR 2014; JAN 2016 - MAY 2017; AUG 2024 - Currently

    Peer Educator (同儕導師)

    - Invited by my teacher and lecturers from different backgrounds since I was a student, to enhance peers’ learning, motivation, and performance through my experience in academic achievement and my experience in the gaming industry.
    - Similar capacity as a knowledge transfer in full-time work at a primary school in the above position.



  2. JUN 2015 - AUG 2019 ; late OCT 2025 - Currently

    Game Content Creator & Game Projects Ownership (專案管理及內容創作者)


    - Collaborated with a YouTube creator to build a medium-scale Minecraft server (3500+ players) from the ground up, while the project was started from scratch.
    - Besides of above, also managed and contributed to 15+ major and minor game-industry-related projects, accumulating over 1,700+ documented working hours across various stages of project development and execution, data updated to JAN 2022.




【專業資格】 Obtained Professional Qualification

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  1. 2025

    Google Career Certificates Speciality in Project Management @ Google


  2. 2025

    Essential Skills in Adobe Premiere Pro 2025 Professional Certificate @ Adobe


  3. 2025

    Google Workspace Tools (G Suite) Skill Badge and Certificate @ Google


  4. 2025

    Google Career Certificates Speciality in UX Design @ Google


  5. 2023

    Google Career Certificates Speciality in IT Support @ Google




【參賽/參與活動紀錄】 Participated Competitions

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  1. 2016, 2017, 2018, 2022, 2023, 2024, 2025

    【Global Events】 Global Game Jam (GGJ)

    ● Research Interest: Board game, Educational game
    ● Example: GGJ 2023 -- “Roots of our Needs” was a significant project that received 50+ hearts.
    ● 【2023】Received a thank you gift for participating, Global Game Jam 2023 T-shirt (as represented HKSAR, global submission.)


  2. JAN 2025

    【Local Events】 Airplane UV Map design competition (飛機機身圖樣設計比賽)

    @ Vocational Training Council


  3. JAN 2025

    【Local Events】 Techathlon 2025+

    @ HKSTP


  4. 2022, 2023, 2024, 2025

    【Global Events】 Hacktoberfest

    ● Research Interest: Educational, Board game, Pure-Maths, Philosophy of Ludology, Low/Non-Code Contribution.
    ● 【2022】Received a thank you gift for participating, Hacktoberfest 2022 T-shirt
    ● 【2025】Received a thank you gift for participating, Hacktoberfest 2025 T-shirt


  5. 2023

    【Global Events】 Google Code Jam 2023

    @ Google
    ● Represented as an HKSAR participant in Code Jam Farewell 2023, and the result was 6385th in Round A, in the top 6% range (>110k participants); with only 56 Hongkongers participating in this round.


  6. 2023 - 2025

    【Local】 Typhoon Observation and Forecasting Competition


  7. 2022

    【Global Events】 2022 黑色沙漠Online 周邊商品設計比賽

    @ Black Desert Online 台服
    ● See Project 11 Page


  8. 2022

    【Global Events】 Google Code Jam 2022

    @ Google
    ● Represented as an HKSAR participant in Code Jam 2022, and the result was qualified, and 4780th in round 1A, 1B, 1C, in the top 5% range (>95k participants); with only 220 HongKongers qualified, and 134, 90, 53 in these rounds, respectively.


  9. 2022

    【Global Events】 Google Kick Start 2022

    @ Google
    ● Represented as an HKSAR participant in Kick Start 2022, and the result was 11942nd, 5717th, 8346th, 4888th, 7646th and 3602nd in multiple rounds of accomplishments; with only 59, 24, 38, 22, 42, and 19 HongKongers participating in these rounds, respectively.


  10. 2022

    【Local】 Multiple Rounds of Chinese – English Translation Competition

    @ JCIHK, Home Affairs Department
    ● Participating in Hong Kong Youth Cultural and Arts Competitions (2018, 43rd), (2019, 44th).


  11. AUG 2013

    【Global Events】 Australian National Chemistry Quiz

    @ International Chemistry Quiz, Royal Australian Chemical Institute
    ● Represented as an HKSAR participant in ANCQ 2013 (International Chemistry Quiz).


  12. 2012

    【Local】 Robocode 2012

    @ City University of Hong Kong
    ● Participated in Robocode 2012.




Skills Sectors

  • Office Tools, Webinar, System Architecture Documentation Skills


    - Microsoft Word / Excel / PowerPoint
    - G Suite Tools Set
    - Draw-IO
    - Microsoft Visio / UML 2.0
    - Acrobat Pro
    - Zoom, Microsoft Teams, Discord


  • Multimedia Production / Streaming Application


    - Photography, Video Taking
    - Adobe Creative Cloud (Photoshop / Illustrator / Premiere Pro / Audition)
    - Adobe Expres
    - Canva Platform
    - Foley Sound Production
    - Wix
    - FlipHTML5
    - OBS (YouTube, Twitch Single / Multicast Services)

  • Game Development / 3D Modelling & Animation / Design / Metaverse Tools


    - Unity / RPG Maker MX
    - Autodesk Maya / 3Ds Max / SketchUp Pro
    - Tinkercad // Blockbench
    - Metaverse Tools: Minecraft / The Sandbox (VoxEdit)

    Physical Tools:
    - Dope (Exposure) Sheet,
    - Freehand Technical Sketching,
    - UI/UX Paper and Digital Wireframes,
    - Product Mockup making

  • Programming / Markup Language


    - Understand HTML / CSS / JS / XML / YML / JSON-like structures
    - Understand Unity Js, C#

    - Vibe-coding (AI-aid coding, prompt chanting, for example this website makes use of AI prompt chanting.)

  • Usage of OS / Server / Network Related


    - OS: Windows, Unix / MacOS / Unix Command Line
    - Basic Network Faults Detection (Commands Line)
    - Homebase DNS and NAS Cloud Server

  • Database Design


    - Language : SQL
    - Database Tools: SQLite
    - Database Design presentation (Database Modelling) : ER model, UML 2.0

  • Project Management Related Tool


    - Tools: GitHub Desktop, GUI Website (Project View)
    - Modified Kaban (かんばん) for Project management

  • AI-Aid Tool in the Creative Process


    - Pipeline of AI Prompt and Tool Usage for asset creation, manipulation, and post-production
    - Critial Skills : AI Prompt Chanting, based on acquired knowledge base
    - Tool: Not Specific, Varieties a lot.
    - Example of like ChatGPT (o-5 prompt optimise) ⮕ Nano Banana / Grok (image generate) ⮕ Dreamina (animate the shots)


    Strong Softskills

  • Project & Knowledge Management in R&D


  • Technically Creative Design


  • Researching


  • Analytical Reasoning


  • Autodidacticism




【專案總覽】 Projects / Portfolio

Scroll for more...


Contact

Nelson is still testing his MK2 personal website, with AI aid vibe-coding the template to transpose old content to the new MK2 website, and tailoring the layout and content.

Meow

Welcome to the Meow section! Here you can add any fun content related to cats or anything else you like!

【專案一】 Minecraft 原生(有插件) / 模組 伺服器營運

project1Title

【專案一】 Minecraft 原生 / 模組 伺服器營運

Project 1 -- Medium-scale Minecraft Server Hosting and LiveOps

注意:本專案規劃時以 中文 為主要語言,因此只提供 中文 版本。
Only available in Chinese, since project was planned in Chinese as first language.


【簡要】

● 我很難地用一個網頁總結7年內的工作,但在當時我有寫出一本170多頁6萬餘字的電子書,去說明我及我的團隊所做的一切。
● 簡單來說,就是當時與一位 YouTuber 合作,從零開始建立了一個中等規模的 Minecraft 伺服器(3500+ 玩家)。
● 該伺服器運行模式是原版生存模式(加入插件),這在2015年期間,該業界並不常見,到近年(2022年)因電腦硬件負荷能力加強才興起。


【使用技能範疇】

Metaverse Tool: Minecraft
Game LiveOps
User Experience Design (UED) · Open Broadcaster Software & X-Split · Draw-IO
Game Server Hosting and Management
Video Production
Game Design
Unified Modeling Language (UML)
Paper Prototyping
Prototyping
Adobe Creative Suite
Lectures Design
Boardgame Design and Development
G Suite (Google Workspace)
Project Management
Operating Systems
Mentoring
Game Design Documents
Constructive Feedback
Creative Problem Solving
Time Management
Game Development
Technical Design Documents




【營運及企劃電子書(全冊)】

● 以下是當年寫下的電子書。

● 這份由Nelson本人撰寫的PDF文件,是與一名YouTube實況主合作的《Minecraft》伺服器營運提案及企劃書,記錄了該伺服器從無到有的開發歷程。筆者旨在累積遊戲產業經驗並將創意具體實現,而非僅為增加伺服器認識度。

● 內容涵蓋營運時期、管理方針、玩家聯絡方法(如「下議院」機制)、遊戲企劃、微交易設定、數據管理和遊戲平衡的考量。

● 遊戲企劃部分詳細介紹了世界觀(如「沙粒城」、傳送門廣場、資源界),遊戲機制(如道具系統、任務、銀行投資、加工貿易、強化、博弈)等。


● 版權屬Nelson LAN, MS 及他們團隊所有。實體書已刊印。
● 使用方法: 電子書可使用全屏幕觀看,以ESC鍵退出。

【當時拍攝的短片,營運證明】

https://youtube.com/playlist?list=PL9zygzz0hZamDqTvD3b5aTdHEsXrHBGXB&si=8iBVTAt8c2itD5Kz

【專案二】 畢業作品 影子的內心

project2Title

【專案二】 畢業作品 影子的內心

Project II : Final Year Project

注意:本專案規劃時以中文為主要語言,因此此頁暫只提供中文版本。
Temporarily available in Chinese ONLY, since project was planned in Chinese as project core language.


【提案部分】

Project Planning

【由零開始的創作理念】 (Project Concept)

其實一開始要求做一份畢業作品前,團隊內已萌生了三個故事、玩法;直接來說是三個不同遊戲。
分別為RPG、文字導向解迷故事、和編程教學。
後來會議過後,最後選擇文字導向,解迷故事遊戲。
當然最終作品都要因為實際進度向上下,左右四個方向*修定,最後都能將全數草議落實。
(以下圖片為所選的創作理念 最原始的草議)


* 「四個專案發展方向」————是筆者一向領導/參領專案時秉承的態度,可參考個人簡履(About)頁面。

【本作目的/目標】 (Aim / Perspective)

● 最簡單來說只有一句話:「每一組做一份畢業作品」​。
● 「電子遊戲除了為人們帶來額外娛樂;同時也可以教育啟蒙人民,發揮他們應有的潛能 天賦。」 ​—— 這句不是什麼偉人說的,是我在讀第一年大專(基礎文憑)對公眾(學校 匯報)說的。
● 後來我們最後選擇了,一種 RPG教人美德和人際關係。 


【使用技能 / 軟件】 (Used skill sectors)

● RPG Maker
● Adobe Photoshop
● Adobe Audition CS6
● JS (RPG Maker API - Javascript)


【預計操作系統要求】 (Operating System)

● Microsoft Windows 7 - 10
● Android 手機版本 (未對外公佈)


所選的創作理念 其一
所選的創作理念 其二

project2Story

【介紹】

Introduction

<<影子的內心​>>(下稱<<影>>)​是一單機故事解迷系列,文字遊戲。 玩家在故事場景下做的每一個決定,都會換來不同的結果。 正如其他解迷遊戲一樣,收集/觀察與主角/副角的不同物品; 過程中會以回憶(動畫形式)去敘述故事,不會只會一直用文字敘事,較為新鮮。 也會有不同小遊戲推進故事。 你的目標是要「淨化」其兩名個副角。<<影>>一作有多個結局,每淨化一個都會有不同的結局。


【遊戲故事介紹(開首部分)】

Introduction of Front-end Story

主要敘述主角(即玩家)小嵐——原本是校內一個天資聰敏,成績名列前矛的學生,以 前由傭人照顧。 後因家人工幹後從外地返來,寵愛小嵐。令她每天過著豐饒的物質生活,但令她 慢慢就走向墮落,變得傲慢。 小嵐狂妄自大的行為言行,令原本她的同學(「好朋友」)都開始恨和賤視她,想殺死 她。

「人無法了解到對方的情感與思想。表面慈悲和諧,但內心懷著兇殘。」

但是小嵐仍然不知道其實自己的自大,已經到了一個地步,令人開始討厭她;但她仍然 繼續去眩曜自己。

「人內心都有個容忍度。若果一直受辱,內心會產生仇恨。仇恨超過了可以容忍的地步 ,就會溢出,對外散發著仇恨的氣味。『他 』—— 就會尋找這些氣味的源頭,『他 』——就 會歡迎、邀請你——到『他的』世界。」

第二天上學,小嵐再想眩曜自己之際,但是她發現,自己竟在「影子的世界」​。

*(屆時玩家需自由探索,才會觸發下一章劇情)*


一) 「劇情物品」

● 以前由RPG Maker製成的遊戲,不少​都未有加入​本機制,因為會推高任務引擎的製作成本。
● 因為要增加大量的CheckPoint/Flags,以保存狀態,免得劇情有所衝突。
● 但如果在我們一份小型作品加入也無妨。

干預劇情物品(其一例子)

劇情物品

二) 「收集紙條」

● 遊戲內會多次​提及到這條目——「紙條​」。是一個透露其他角色真實情感、思考的一個載體。
● 玩家可在紙條內得知,原本和現在改變了的角色的對立面。
● 也正正呼應著<<影>>一作的主旨——「表面慈悲和諧,但內心可能懷著兇殘」。 

紙條(其一例子)

紙條

三) 「小遊戲形式解迷」

● 如果​所有解迷都是以文字/對白​去解決的話,確實會沉悶和死版。
● 而多年來不少遊戲,一些好的劇情就因為過於獨白,文字太多就浪費了。
● 當然如果你要解釋一樣複雜事物,就另計吧。 

小遊戲(截圖一)

小遊戲

【【說明——教學指引 及 劇情——佈局謀篇】

(Tutorial and Storyline planning)

● 如果強行地加入一個場境去解釋遊戲規則/教玩家如何操作, 倒不如直接把佈局及教學都容入主線故事上;這是近來不少業界作品的做法。
● 省卻唐突,和不需另外建造只會進入一次的場景,加快開發進度,節省成本。
● 開發團隊關注到玩家與劇情的接觸,並非限於文本的上,而是多形式的表達。 因而使用RPGMaker的場景渲染,令原本單以文字,到現在以動畫彩蛋+文字方式表達。 當然小遊戲也是一個另外的表達方式,正如上文有提到。

一) 「操作說明」

● 淺白了明的操作方法,滑鼠鍵盤輸入均可。 
● 減省介面上很多玩家不常用的選項。 
● 算是解決了RPGMaker 遊戲的介面選單操作煩複的困難。

操作說明 (不可跳過)

劇情物品

二) 「故事劇情說明」

● 故事的引導會用一個較隱喻的形式說出。
● 亦會在上說明,玩家到了這世界應做的事,你的最終遊戲目標。
● 亦提供線索給玩家下一步應到那去,並不要要求玩家漫無目的遊走各處。 

劇情說明(其一例子)

紙條

三) 「劇情彩蛋——回憶」

● 彩蛋確實是組成故事引擎的一個大席位。 
● 回想玩家(主角)的過去,與他過去劇情的位置;如果令到今日劇情的發生。

劇情彩蛋(其一例子)

小遊戲

【專案發行】

Output Product

【業界評價】 (Reply from Industries)

當日發佈會有來自不同遊戲開發、代理商的代表,也有「 香港遊戲創作協會」​的成員。
他們有對每一組的作品給下初步意見。所得意見總括而言是:


● ​以文字解迷、多元化、按照現實編寫的劇情形式進行的遊戲在香港很少見;
可以繼續出一些續集/另外形式的遊戲。
● 本作擺脫一貫RPG架空世界的幻想、公式化的劇情、以及只有打怪為主的RPG類別。
是一個好的開始、嘗試。
● 但可以加入一些商業元素,去擴充遊戲內容,將潛力發揮更好。 
● 當熟悉運用引擎,製作這遊戲需時不會太久。但前製就需時甚久。 

● 後繼:他們當初以為匯報時只是一部分作品,
後來得知是全個作品的完整度表示欣賞。 

【後續/發佈方法】 (Distribution and Follow-up)

●  教授後來再選出按照業界成員的評價,再選出四組,​參與學校開放日的學生作品展覽。
● 正式對外發佈作品,玩家可以試玩遊戲。
● 玩家可以選擇將作品成品(.exe file)帶回家中。 

前往 圖片 (靜態) 作品示例
Picture archive


【專案二】
畢業作品 影子的內心
文案企劃
Documentation

前往 實質作品 示例
Game Demo


文案企劃
Documentation

【專案三】 回憶重現、模仿、參考改編

project2Title

【專案三】 回憶重現、模仿、參考改編

Project III : Nanaimo Rebuild

注意:本專案規劃時以中文為主要語言,因此此頁暫只提供中文版本。
Temporarily available in Chinese ONLY, since project was planned in Chinese as project core language.



【提案部分】

Project Planning

【由零開始的創作理念】
(Project Concept)

從空白檔案開始做起一隻遊戲,對專案的計劃人來說是一個難度挑戰。

而我在Youtube上收看了來自ExtraCredit頻道,
以Cloning game for a MVP(Minimum Viable Product) project一集之後,
我就覺得可以用這個「里程碑發展模式」去做這一個專案。如是者就開始了。

(以下圖片為所選的創作理念 第九,及其他舉例用的里程碑的草議)

所選的創作理念 其一

【本作目的/目標】 (Aim / Perspective)

●  本作制作的目的是想以模仿致敬方式, 重構原遊戲的一小部分,作相片/影片形式以外的回憶錄。
●  一小部分意思只是指,把飛行、卡片收集兩項, 提取精要部分後;改編製成一個場景(Screen)的最簡可行產品 ( Minimum Viable Product )。

【使用技能 / 軟件】(Used skill sectors)

● Unity 5.14f, 5.40f
● Autodesk 3Ds Max 2014, 2017
● Adobe Photoshop CS6
● Unity API - Javascript
● Unity API - C#

【預計操作系統要求】(Operation System)

● Microsoft Windows 7 - 10
● Android 手機版本(測試兼容中)


Proj3Origin

【原作元素介紹】

Introduction of Original Product


原作走卡通風格人物及建築。而原作有著不同機制。
如集卡、卡片現化、寵物、村落、關卡結構、交易所、商店、玩家小屋等等......
玩家可以在村落的關卡飛行,過後可以把卡片現化或是將卡片販賣到交易所。
或是提升玩家小屋的熱點,去獲得更多獎勵/權利。
也可以在村落間遊走,到商店以消費券獲得對角色有幫助的商品。

【將繼承以下原作元素】

Cloning elements from original

● 漸進難度的關卡
● 販賣戰利品商店
● 集卡、卡片現化
● 道具系統


Proj3Gameplay

【遊戲特色/機制設定】 (Unique Gameplay System)

一) 「集卡、卡片現化」


● 里程碑[十一]所屬
●玩家可以在戰鬥過程獲得卡片,並將其現化成不同道具。
● 卡片會進入集卡冊(二),等待玩家現化卡片。
● 玩家共有八類卡片現化,包括所有特殊類卡片。金錢、道具、衣服、住屋、寵物、技能、活動、經驗提升卡片。

「集卡、卡片現化」(其一例子)

「集卡、卡片現化」(其一例子)

二) 「集卡冊」


● 里程碑[二十七]所屬
●進入集卡冊的卡片,可以直接按下卡片圖案/使用快捷鍵現化有關卡片;前提是要有現化匙。
● 玩家共有八類卡片現化,包括所有特殊類卡片。金錢、道具、衣服、住屋、寵物、技能、活動、經驗提升卡片。

「集卡冊」(其一例子)

「集卡冊」(其一例子)

三) 「漸進關卡的難度」


● 里程碑[十七]所屬
● 漸進關卡的難度令遊戲更具挑戰性,而怪物及所以會影響難度的參數都會修改。
● 漸進難度經過作者親手去平衡難度,可以放心,不會過難。

「漸進關卡的難度」 (截圖一)

「漸進關卡的難度」 (截圖一)

四) 「販賣戰利品,及道具系統」


● 里程碑[十一]、[二十七]共同所屬
● 玩家可以將寶石卡片現化成寶石;現在寶石介面已經大幅刪減簡化。在前台只會顯示玩家擁有的總量。而後台有不同種類的寶石,不同售價。
● 之後的里程碑將會更深入製作寶石能力等道具系統。(敬請期待)

「販賣戰利品,及道具系統」(其一例子)

「販賣戰利品,及道具系統」(其一例子)

五) 「近戰攻擊」


● 里程碑[二十二]所屬
● 是本作一個象徵之一,是多款同類遊戲都沒有的玩法。
● 使用技能將自己的戰機轉成近戰模式攻擊敵機,而自己不受傷害。

「近戰攻擊」(其一例子)

「近戰攻擊」(其一例子)

五) 「全屏攻擊」


● 里程碑[三十]所屬
● 是本作一個象徵之一,是多款同類遊戲都沒有的玩法。
● 使用技能召喚隕石及其他全屏攻擊;自己施放的技能,並不會波及到自己。

「全屏攻擊」(其一例子)

「全屏攻擊」(其一例子)

【介面說明——操作教學指引】 (Tutorial and Keymapping)

一) 「介面說明 及 玩家資訊」


● A區:玩家生命(紅)及經驗等級值(綠);及集卡冊按鈕
● B區:玩家金錢餘額;技能冷卻/持續時間;寵物等級/攻擊資訊
● C區:玩家擁有的現化匙數量;敵方餘下血量
● D區:玩家回血(O鍵)/幸運(P鍵)物品餘下量

完整介面

完整介面

A區介面

A區介面

B區介面

B區介面

C區介面

B區介面

D區介面

B區介面


二) 「操作說明」


操作說明(圖例)


【控制 / 攻撃 類】

● 方向鍵 -- 玩家移動
● (按著) 空白鍵 -- (持續地) 普通 攻擊
● 按著 Shift 鍵 -- 蓄氣 攻擊

【卡片現化類及黃金粉】

* 指英文字符上方的數字數字鍵,而非九官格內的。
● 數字鍵 1 -- 現化 寶石 卡片
● 數字鍵 2 -- 現化 道具 卡片
● 數字鍵 3 -- 現化 服飾 卡片
● 數字鍵 4 -- 現化 房屋 卡片
● 數字鍵 5 -- 現化 寵物 卡片
● 數字鍵 6 -- 現化 SP點數 卡片
● 數字鍵 7 -- 現化 黃金粉
● ` / ~ (Grave鍵) -- 購買現化鑰匙

【道具系統 / 雜項】

● Q 鍵 -- 賣出寶石
● P 鍵 -- 回血道具
● O 鍵 -- 幸運道具

Proj3OutputRelease

【專案發行】

Output Product

【里程碑紀錄的主旨、用意】

【立論】
● 網上有為數不少的網民都談論到,製作此類型的微型作品。
● 但多時都是口講做,而沒有實質開始過。
● 或是有開始過做,以「缺少編程、建模、設計、遊戲開發的專門技能」為因。故無功而逝、胎死腹中。


【主旨/用意】
● 希望持續地製作一些小/微型作品。
● 證明有潛在觀眾注視專案的發展。


【發行方法】

● 作者 GitHub 下載作品



● 作者 Youtube Channel



● 所有已批准作者提出宣傳版務的論壇
● 第三者分享的任何合法,尊重應有版權的渠道



【發行成效/回饋/回應】

Youtube viewer feedback and effectiveness.



【支持類】


● 不少觀眾無論有否訂閱、長期收看都支持專案發展。
● 不同地區的人也有,更有慕名而來者。


【建議類】


● 觀眾都留下以往原作不同的回憶、建議下一里程碑的更新可朝哪個方向發展。
● 代表作者很注重觀眾、和原作的「還原」。


【其他類】


● 一些我不懂分什麼類,總知就是支持。



數值截至 2019 年 5 月
6 K+
Youtube Channel 觀看次數
Youtube Channel Unique Visitors
300+
Youtube Channel
帶來的喜歡/回應
Youtube Channel Likes, Comments
600 +
論壇宣傳帶來的流量 (觀看次數)*
Fourm Visitors*
600 +
GitHub帶來的流量 (觀看次數)*
GitHub Visitors*


【專案三】
回憶重現、模仿、參考改編
文案企劃
Documentation

前往 文案 Go

前往 實質作品 示例
Game Demo

前往 下載作品 Go

【專案四/六/九】 Cities Skyline 3D 模組製作

Proj469

【專案四/六/九】 Cities Skyline 3D 模組製作

Project IV, VI, IX : Cities Skyline - 3D Modelling



【本作目的/目標】 (Aim / Perspective)

● 本作制作的目的是想令到作品集更多元化,及可以用於裝備未來,在職涯上鋪路。
● 當然制作的初心除為了裝備自己、更是好讓自己持續學習。

【作品 總覽文案】 (Documentation)




【使用技能 / 軟件】(Used skill sectors)

● SketchUp
● Autodesk 3Ds Max
● Adobe Photoshop
數值截至 2019 年 3 月
4.9 K+
Steam Workshop Steam Workshop下載次數
Steam Workshop Visitors
8
個 已完成作品
Products
2
個 (Incompleted Project)
Products

Proj4

【專案四】 Minecraft Nelson 合辨伺服器 —— 伺服主官邸

Project IV - Minecraft House by Hoster Nelson (Cities Skyline Asset)

專案四 概念圖 Project Concept Art


專案四 概念圖 Project IV Concept Art

【創作原意】

● 這是一座由伺服主(即作者,Nelson本人),在私人Minecraft伺服器內的建築物。 
● 如果在Cities Skyline這遊戲中,用SketchUp製作一個相同建築的模組又如何呢?
● 沒錯,全個過程我用了約5小時做了出來。

【建築歷史】

● 這建築原址是「 沙粒城市政廳」,現以改劃「官邸 」之用。 
● 若以它為中心作起始,750格範圍內就歸屬於「 沙粒城(城址)的節點」。
● 是整個伺服世界中的重要地標之一。

【本建築定位及用途】

● 它並不再以作為「 2x2住宅」,而改以一個「 等級三的 『 專屬/獨有建築』」的身份繼續服務市民。
● 它會提供750格的「 娛樂半徑」,所以非常適合用作旅遊及消遣康體(公園)類用途。
● 每週的營運成本也非常低,只需$9.6。是吸引市民及遊客的建築之一。
● 但是,它也會帶來一些交通上的小問題,因為很多人會到這裡。然而,這建築只可以建一座,不像公園一樣可以無限放置。
● 此建築有效地帶動地區發展,所以放置前三思。建議置於城市公園附近。

【Create intention】

● This is a house constructed by the server hoster (as know as the creator of this building), that in a private Minecraft server.  
● How about re-creating in Cities: Skyline by using SketchUp modeling method? Yep.
● Spent 5 hours to make this。

【Building History】

● This house is the city hall of Sands' City in the old day.  
● It means 750 blocks around this house is affiliated to the node of Sands' City.

【Building's position】

● Thus, it will not serve as a 2x2 residential block, but a 2X2 style, level 3 uni building instead.
● It has a 750 units radius of entertainment provided and is really suitable for tourism, or recreation.
● The upkeep of this also cheap only $9.6 / per week , a great way to attract tourism and resident.
● However, it can also bring some minor traffic problem because of a bunch of people goes there.
● Also, it only can build only one of this house instead of the park which can build unlimited.
● So be careful when you pop this building down. Advise popping this in central park which player built, to booth up tourist.

白晝外觀

白晝外觀

夜間外觀

夜間外觀

模組導入 數值企劃

模組導入 數值企劃

遊戲內 數值/範圍預覽

遊戲內 數值/範圍預覽

前往 圖片 (靜態) 作品示例
Picture archive

Go 前往

前往 影片 (動態) 作品示例
Video archive

Go 前往
【專案四】
合辨伺服器 伺服主官邸
文案企劃
Documentation

前往 文案 Go
Steam工坊連結
Steam Workshop Link

Go 前往

3D 模型 作品示例
3D Model Archive

Go 前往

Proj6

【專案六】 垃圾處理建築創作

Project Concept Art


專案六 概念圖 Project VI Concept Art

【創作原意】

● 香港的垃圾箱密度冠絕亞洲,每過一個街口也有一個。 
● 方型的開口給人給人掉垃圾進去,但總有人喜歡/"被迫地"把垃圾棄置於旁邊。留手尾給清潔工人。久之不理,垃圾帶來了少量土地污染的問題。
● 清理垃圾箱的速度,總不夠市民填滿速度的快。但這是一個遊戲內,較為平宜的垃圾處理方法。這也可以用作發電,及生產少量原材料。

【靈感 及 本建築定位及用途】

● 處理?沒看到垃圾桶頂的煙囪(灰缸)吧。
● 這建築的靈感就是一個頂頭灰缸著火的垃圾桶。既然遊戲內有垃圾焚化爐,倒不如將計就計將垃圾桶搖身一變,變做合垃圾桶和焚化爐一體的建築。

【Create intention】

● The density of garbage bin in Hong Kong, is the most in Asia. A huge number of orange public bins can find on the street and anywhere. 
● The square-like hole let the people throw trash into the bin. There are some people like / get used to throwing their trash outside or next to the bin, however.
● Causing inconvenience to the cleaner. The trash also causing land pollution nearby if they are not processed, for a while.

● Although, the garbage processing / collecting speed , are not as fast as citizens garbage producing speed.  
● It was a way to deal with your cities garbage processing problem, with a less cost (money and upkeep). It also produces a small amount of electricity and raw material for a low cost.

【Building's position】

● Processing? Did you notice that there's some smoke coming from the top?
● The original idea is a garbage can, with an ashtray on the top, but it's on fire.
● The game already has an incinerator, why not combine two structure into one.
● Not only to deal with garbage problem instead of using the landfill, but also processing garbage in the incinerator, and get extra electricity?

遊戲內 實際圖片 1

遊戲內實際圖片1

遊戲內 實際圖片 2

遊戲內實際圖片2

前往 圖片 (靜態) 作品示例
Picture archive

Go 前往

前往 影片 (動態) 作品示例
Video archive

Go 前往
【專案六】
垃圾處理建築創作
文案企劃
Documentation

Go 前往
Steam工坊連結
Steam Workshop Link

Go 前往

3D 模型 作品示例
3D Model Archive

Go 前往

專案七 : 第三方Minecraft伺服器 地下鐵站牌 概念圖

Proj7

專案七 : 第三方Minecraft伺服器 地下鐵站牌 概念圖

Project VI -- Concept Art of Metro (Underground) Nodes Signs for 3rd-Party Minecraft Server

(模仿日本JR)



【本作目的/目標/創作原意】 (Aim / Perspective / Create intention)


專案一提及到的伺服營運時,有玩家及實況主打算在伺服中建設鐵路。他們已經建好車站,但缺乏了站名指示。於是就設計第一代的站牌。

首代設計較為簡樸,較貼近效率風格。當時另外一個實況主也欣賞筆者此舉動,舉薦了本人去他們的伺服。為他們以按照日本JR作藍本為前提,設計一套全新回播式動畫站牌圖片。

如是者,我就用了6小時製作這一套,能令他們滿意的圖片集。雖然他們伺服器與我相同,並不是24小時開放,更甚開放時間比我更短。

我只收取伺服的進入權及會席,此外並沒有收取任何報酬。但我將本一專案歸案納入筆者的「附屬」作品集中,這也是專案七製作的原動力及初衷。

Photo of draft1

【作品 總覽文案】 (Documentation)




【使用技能 / 軟件】(Used skill sectors)

● Adobe Photoshop
● Adobe Illustrator
● Adobe Adobe Premeir Pro

專案七原本預想圖 (Project Concept Art)


Photo of draft1

【設計特色/賣點解說】

● 另外一個實況主要求以日本 JR 為前題藍本,及以香港鐵路顏色為主調設計出來。
● 所有圖均會顯示現時時間日期、行走路線及方向、行走狀態等站務資訊。
● A 部為全路線圖;B 部則為現時前往的車站及將到的終站方向。
● C 部分為到達可轉乘的車站,D 部即相反。


非轉乘站 (Non-Interchange Nodes)


「全線地圖」

「集卡、卡片現化」(其一例子)
● 顯示整條路線及方向、時間。
● 黃色、紅色、灰色分別代表,正在前往的車站、將會前往的車站及已遍歷的車站。
● This diagram shows up whole route map, time and direction.
● There are 3 colors in the diagram, they represent : Yellow, next nodes. Red, the remaining nodes. Grey, visited nodes.

「略版地圖」 

「集卡冊」(其一例子)
● 只顯示剛剛駛離、正在前往、正在前往再後一站,以及終點站的名稱、時間及其行駛方向。
● This diagram only shows upbriefing information about the current route, time, and direction.
● Moreover, it shows previous, next, after next, and terminal node(s).

「到達站台圖片」 

「漸進關卡的難度」 (截圖一)
● 只顯示到達站台的名稱、時間及路線方向。
● This diagram only shows up current station / node name, time and route continue direction.

轉乘站 (Interchange Nodes)

「全線地圖」

「集卡、卡片現化」(其一例子)
● 顯示整條路線及方向、時間。
● 黃色、紅色、灰色分別代表,正在前往的車站、將會前往的車站及已遍歷的車站。
● This diagram shows up whole route map, time and direction.
● There are 3 colors in the diagram, they represent : Yellow, next nodes. Red, the remaining nodes. Grey, visited nodes.

「略版地圖」 

「集卡冊」(其一例子)
● 只顯示剛剛駛離、正在前往、正在前往再後一站,以及終點站的名稱、時間及其行駛方向。同時,會顯示可轉乘的路線。
● This diagram only shows up briefing information about the current route, time, and direction. Moreover, it shows previous, next, after next, and terminal node(s). Also, show up the interchangeable route.

「到達站台圖片」 

「漸進關卡的難度」 (截圖一)
● 顯示到達站台的名稱、時間及路線方向。同時,會顯示可轉乘的路線。
●This diagram shows upcurrent station / node name, time and route continue direction. Also, show up the interchangeable route.


【專案七 製作方法、完成圖、發行狀態】


【製作方法】

「向量圖繪製」

「集卡、卡片現化」(其一例子)




● 勾畫出列車的向量圖形
● 和報站系統內的元素

加上「文字及圖層」使用 

「集卡冊」(其一例子)

● 加上站點名稱及行車資訊
● 加入紅、黃相隔的兩種靜態圖

「反覆播放的「動畫 」」 

「漸進關卡的難度」 (截圖一)



● 在影片編輯工具反覆調用紅、黃相隔圖片使其閃動

【範例說明】

● 在Hmmsim模擬器駕駛
● 有關設計在影片右上方顯示




專案十 -- Minecraft 伺服器鈔票 書籤平面設計 及 專案管理撲克 教育設定集

Proj10Title

專案十 -- Minecraft 伺服器鈔票 書籤平面設計 及 專案管理撲克 教育設定集

Project 10 -- Minecraft Banknote from Nelson's Server Education Settings

注意:本專案規劃時以 中文 及 英文 為主要語言。
Available in Chinese & English, since project was planned in both as first language.


【Introduction】

In my Minecraft server, several sets of “banknotes” are denoted by different values. Players can interact with servers and other players via trading, purchasing items from NPC shops, or saving them in their bank accounts.

One day, some players asked me to make sbookmark designs for summer homework at the secondary school level, the topic is “time”. “Time is money” in the Chinese proverb means “Catch up your time, and time flies.”

I would like to make a graphic layout for a banknote, also known as money, as the visual concept, but the content would use the above setting. Also, there are some sentences with positive meanings for virtues to encourage students to stay virtuous. For example, the “five-dollar” (∮ 5) note with a topic “Thou shalt alway be Humble”.

Project management has a concept called estimation, which is easy to understand but hard to master. A tool called planning poker is a consensus-based estimating technique (Dalton, Jeff, 2019) that provides a fun way to forecast how a task or milestone will go to use up what scale of resources.

The denomination of cards would follow my Minecraft server banknote, but not the Fibonacci. The values were ∮0.1, ∮0.125, ∮0.25, ∮0.5, ∮1, ∮2, ∮5, ∮10, ∮20, ∮50.

As project management experience, quarter hours (0.25, 15 minutes) is a commonly used fractional value, and ∮0.125 (⅛, ~7.5 minutes) is a visually fractional value., and ∮0.125 (⅛, ~7.5 minutes) is a visually fractional value greater than ∮0.1 (6 minutes) if the unit is in hours. Thus, I add these two cards between ∮0.1 and ∮0.5, these two value does NOT exist in my server.



在我的 Minecraft 伺服器有幾種面額不同的「鈔票」。玩家可透過交易、從 NPC 商店購買/賣出物品,或將鈔票存入銀行帳戶,等方式與其他玩家互動。

以下是一個平面設計例子,以鈔票(也稱「通貨」)為主題,以平面設計圖形佈局、作視覺傳意,以符合基於當初的「設定」。此外,我還加入了一些寓意美德語句,以鼓勵學生保持良好的品德。例如,五圓鈔票上的文字是「警惕傲慢——你應謙卑」。

專案管理中有個概念叫做「估算」,它易於理解卻難以精通。「規劃撲克」是一種基於共識的估算技術(Dalton, Jeff, 2019),它提供了一種有趣的方式來「預測任務」或「里程碑的進展」以及「所需的資源規模」。

撲克牌的面額會按照我的 Minecraft 伺服器鈔票上的數字來計算,但不會按照「斐波那契數列」。這些數字分別是:∮0.1, ∮0.125, ∮0.25, ∮0.5, ∮1, ∮2, ∮5, ∮10, ∮20, ∮50。

根據專案管理經驗,15 分鐘(0.25 小時)是一個常用的時數,而 0.125(1/8 小時,約 7.5 分鐘)是一個視覺上易於感知的時數(單位是小時)。0.125(1/8 小時,約 7.5 分鐘)是視覺上大於 0.1(6 分鐘)的時數。因此,我將這兩張卡片分別放在 0.1 和 0.5 之間,兩值在我的伺服器上不存在。

【使用技能範疇 / Used skill sectors】

● Graphic Design (平面設計)
● Moral Education (價值觀、品德及倫理教育)
● Canva



【Media Artefacts (Stills)】

Denomination and Virtues Values Des. in Chinese Des. in English
∮0.1
「節制」
∮0.1 Chinese Banknote ∮0.1 English Banknote
∮0.125
「弘毅」
∮0.125 Chinese Banknote ∮0.125 English Banknote
∮0.25
「慎思」
∮0.25 Chinese Banknote ∮0.25 English Banknote
∮0.5
「分配」
∮0.5 Chinese Banknote ∮0.5 English Banknote
∮1
「純潔」
∮1 Chinese Banknote ∮1 English Banknote
∮2
「異同」
∮2 Chinese Banknote ∮2 English Banknote
∮5
「謙虛」
∮5 Chinese Banknote ∮5 English Banknote
∮10
「誠實」
∮10 Chinese Banknote ∮10 English Banknote
∮20
「尊重」
∮20 Chinese Banknote ∮20 English Banknote
∮50
「誠信」
∮50 Chinese Banknote ∮50 English Banknote



【Media Artefacts (Video 1)】

https://www.youtube.com/watch?v=m8gXrDZTp2M

【Media Artefacts (Tabletop Simulator)】

Minecraft 伺服器鈔票 書籤平面設計 及 專案管理撲克 (本作)亦有在 Steam 上的Tabletop Simulator 模組開發平台上上架, 可以於Tabletop Simulator 使用。


Proj10SteamCapture


【Media Artefacts (Video 2)】

https://www.youtube.com/watch?v=kJyLHEuKAWU

專案十一 -- 2022 台港澳區 ⿊⾊沙漠Online 週邊商品設計⼤賽

專案十一 -- 2022 台港澳區 ⿊⾊沙漠Online 週邊商品設計⼤賽

Project 11 — Black Desert Online (TW/HK/ZH) Merchandise Design Competition 2022


注意:本專案規劃時以 中文 為主要語言,因此只提供 中文 版本。
Only available in Chinese, since project was planned in Chinese as first language.

【介紹 / Introduction】

● 2022年 9月 26日 ~ 10月 23日(日) ⿊⾊沙漠Online(台港澳區)舉辦2022黑色沙漠週邊設計大賽。是一週邊設計項目,參與者以黑色沙漠內容為題,設計杯墊、T恤。

【賽程】
						
週邊設計項目1:杯墊
投稿作品規格:圓形,11x11 (公分) 或 1300x1300(像素)
投稿作品解析度:300 DPI(含)以上

週邊設計項目2:T恤 (2022/9/29更新)
T恤分為正、反兩面,只能選擇一面的一處設計,請於提交表單時註明。  
投稿作品解析度:300 DPI (含)以上

設計注意事項

※ 提供作品檔案時,請務必提供PSD檔案。
※ 設計的內容必須與黑色沙漠有關,且投稿作品不可有抄襲、不雅、腥羶色或違反營運規章等內容。
※ 不一定要滿版,只要在規定位置與規格範圍內進行設計也可以。
							
Reference / 節錄自: 
[1] 2022黑色沙漠週邊設計大賽!(2022/9/29更新)	
https://www.tw.playblackdesert.com/zh-TW/News/Detail?groupContentNo=11354&countryType=zh-TW

							
						


【使用技能 / Used skill sectors】

● Graphic Design: Adobe Illustrator
● Design mock up: Adobe Photoshop
● Product Instruction: Canva
● Design Brief document: G Suits (Google Doc.)



【Media Artefacts】

【主題: 「Surprised ⿊精靈」】

作品概念源於⼀張迷因,後來將概念套入⿊沙的⿊精靈⾝上。表達出0層衝過東的驚訝。
● 底⾊⽤上類近啡⾊,減少染⾊飲料(咖啡、茶...)對杯墊外觀的影響。

平面設計圖
⼀比⼀比例杯墊
MockUp杯墊
MockUpTskirt

【Design Brief Doc.】

【發行狀態 / Product Output Status】

Submitted Artefacts 已上傳作品 及 參賽表格

嘉許參與獎 嘉許參與獎

【將來計劃 / Forecasting actions】

● ​ 或許會 印制 真實版 T Skirt 及 杯墊

【專案十三】 The Roots of Our Needs|需求的根源

【專案十三】 需求的根源

Project XIII : The Roots of Our Needs

注意:本專案規劃時以 英文 為主要語言,因此此頁暫只提供 英文 版本。
Temporarily available in English, since project was planned in English as core language.


【Project Planning】

【Aim】

● This is a Global Game Jam (HK) (2023) Submittion project's.

● This is my first, rapid-type, concrete board game design and implementation product.

● Testing running boardgame on GitHub Page or Repo manually.


【Project Concept】

● Inspired by Scratch 3 block-by-block programming.
● There is a lack of educational material to teach this concept.

【Used skill sectors】

● Photoshop
● Illustrator
● GitHub (Version Control)
● Spreadsheet

【Operation System】

● N/A (for boardgame)
● GitHub for online host

【Introduction of Gameplay】

The board game is about the supply/production chain in daily life.
Players should craft items from the “ROOTS” of each part of the material, then trace back to the final product that the game set up in the initial round.
Another mode is to find out the “ROOTS” of the product.


Players are recommended to familiarize some crafting recipes in daily life before diving into this game.
And, of course, appreciating, and treasuring the crucial, diligent, humble workers that support the “ROOTS”
and its interconnected supply chain and yield products for further progress or your use.
This board game also can be used as educational material for P4-6, and F3 students who need to know more about
fundamental knowledge about “production” and “resource origin” (the “ROOTS” of the production chain) in economic education.


This mini-board game is originally implemented on my own Minecraft server in 2015, but broad game conversion is ongoing,
but GGJ2023 is a great opportunity to start the initial spark of this major side-off project. Thus, I used GitHub for project version control and continuous update.
Also, this project is open to everyone, so everyone can add, and modify the “source file”.


And, why unlimited players?
It is because I want to host this project on Github later when it is ready if I have spare time.
Have you heard about using GitHub to host board games yet?


【Inspiration of Project】

● ROOTS
● (ROOTS: Global Game Jam 2023 Topic)
"We need so many consumer products in daily life, and sitting above the tree;
we do not even notice where the products root from, or see how deep below they are."
-- Nelson LAN (2023)

【Card Design】

● Shape likes block-by-block programming games and software.
● Each card has its items/manufacturer name, scoring, lore, and usage.
● Keep a simple design.
Project 13 Card Design

【Unique Gameplay System】

Selling points


● Self-expandable card deck allows you can design new items/factory cards, so customizable playability may increase.
● Low rule, high playability. You are the rule creator!

Self-expandable card decks

Self-expandable card decks

Game Unique


● Bi-way progression: The player can play the card to aim for the final customer product from root items. Or harder, to find out all the root items that given a customer product.
● Chain-React: Build chain items by items, and discover its supply chain.
● Scoring: Over 6 methods to score around the game. Methods are far more because of the game's scalability.

Point gathering methods

 Game Unique : Bi-way progression

Machanisms


● Again, you are the rule creator guild you to end-game; you are receiving a rule book, not to cult a rule book.
● You are freely to modify the meta, data, lore in cards, customizable card when change is needed.

Editable meta, data

Editable meta, data

Project Documentation




Project Sumbission site




Media archive
(YouTube)




【專案十四】 Cat Make me laugh

【專案十四】Cat Make me laugh

Project XIV : Cat Make me laugh

注意:本專案規劃時以 英文 為主要語言,因此此頁暫只提供 英文 版本。
Temporarily available in English, since project was planned in English as core language.


【Project Planning】

【Aim】

● Researching AI-aid game programming on aspects of educational-based, and doing in front-of-class demos, during as a teaching assistant in primary school.

● Partake in GGJ 2024.


【Project Concept】

● The game is about my cousin's cat behaviour, which usually MAKES ME LAUGH, and I also make the cat easily overjoyed.


【Used skill sectors】

● Unity
● AI (Vibe coding)
● Photoshop
● GitHub (Version Control)

【Operation System】

● Windows 10 or above
● GitHub for online host

【Introduction of Gameplay】

The game is about by clicking on your cat, you will gain some based score. You should attain as many scores as you can. Also, "laughter" is pointed out as a by-product.

In order NOT to get your cat overstimulated, you should retain your cat's "laughter" lower than 50.

However, "laughter" points are a randomly given number from 1 to 5.

Luckily, "laughter" will decrease progressively as seconds pass.


【Inspiration of Project】

● Make me laugh
● ( Make me laugh : Global Game Jam 2024 Topic)
● my cousin's cat behaviour



【Background Knowledge】

● When cats face light touch as a stimulus, their behaviour varies differently on their personality or nature.
● Some cats easily become overstimulated, and they will melt down.

【Design and Development】

● Put it all simply, the game is "developed" in under 3 hours, and keep it all clean and simple
● Did not write a single line of code, to pretend students in class are not familiar with or do not have a background in coding. Only lead the students to understand the logic behind the code.
● This "game" is the demo for AI-aid programming (Prompt Engineering) and the author's future perspective usage, neither intent for actual gameplay experience nor pure, fine art in game design.

【Technology Notes】

【Design and Development】
● AI-aid programming (Vibe coding and Prompt Engineering)
● Did not write a single line of code in this project.

【Graphic / Art】
● Swapped discipline of "develop" this game, "Artist" this time as developing is replaced by Prompt Engineering.

【Education Technology】
● Swapped discipline of "develop" this game, "Researcher" this time, as designer posed a minor duty.
● Educational-based AI and game design/programming technique

【Gameplay System】

Cat's "laughter"


● Randomly given laughter after click, use it for progressively tickle scoring.
● Also will go down when time passes when tickle.

Random but attainable challenge

Self-expandable card decks

Easter Egg!


● Secret!

Adding an easter egg, based on real cats' behaviour.

Editable meta, data

【Product Output Status/ Follow-up】

Released

Distributions and output product :
● ​ Released on Global Game Jam 2024 website project's page
● ​ HTML5 based Online Project hosted on project's GitHub page
● ​ Follow-up works on project's GitHub page

Go to GGJ Project Page




【Still of a game】

Actual testing product pictures

Picture 1 of project 13

Actual testing product pictures

Picture 1 of project 13

Project Documentation
(GitHub)




Go to Video archive




【專案十五】 Associated Link

【專案十五】Associated Link

Project XV : Associated Link

注意:本專案規劃時以 英文 為主要語言,因此此頁暫只提供 英文 版本。
Temporarily available in English, since project was planned in English as core language.


【Project Planning】

【Aim】

● Another boardgame for prototyping which only individual, and short hours challenging.

● Partake in Private game jam in 2024 hosted by FirePillar (業餘遊戲公社).


【Project Concept】

● A single polygon with stacking to construct a game.

● Rules 1: You cannot join or stack the shapes together unless it is a mechanism of the game—shapes in 2D/3D only, pure colour.


【Used skill sectors】

● Board game design
● Game design
● Drawio

【Introduction of Gameplay】

The game is about

A game contains with multiple multiple type of shapes and players should construct the associated of supply and production changes to make a game the input tray not be overcome.


【Inspiration of Project】 & 【Background Story】

● You and other players are taking on one of the roles of running several associated supply chain companies that reduce waste in a place, where public utility service is incomplete and disjoint.

【Topic Discussion】

● It is a contradicted project apart from Project 13 -- “Roots of our needs”, the crafting tree in this project is linear, not branched.

【Add some Diversifiers】

● “Duality” 2022 (contradicted) and
● “Repair” 2020 (linking-up incomplete become associate)

【Object】

● The objective is to collaborate, to manage the landfill (discard pit) not to be full, the chain should smoothly run, optimize efficiency and achieve goals.

【Gameplay Design】

Pre-event Idea of Design


● The gameplay schedule is drawn and drafted as the picture.
● Shows queues of incoming resources, and inter-connected linked "factory" (modules).

Draft of gameplay schedule

Self-expandable card decks

Original Concept (Currently used as steps)


● The original concept was made in the past but needed an opportunity to spark the project.
● Used for currently in-game steps.

Original Scripts

Editable meta, data

【Steps of play / Endgame】

● Please see the design document (rulebook).



【Product Status/ Follow-up】

Released

Distributions and output product :
● ​Released on ​private game jam website project's page.
● ​Released on itch.io
● ​Follow-up works on project's GitHub page.

Go to Project Page




【Still of a game】

Actual testing product pictures

Picture 1 of project 15

【專案十六A/B】 Poker Bubble & Bubble Math Blast

project2Title

【專案十六A/B】 Poker Bubble & Bubble Math Blast

Project XVI : Poker Bubble & Bubble Math Blast

注意:本專案規劃時以 英文 為主要語言,因此只提供 英文 版本。
Only available in English, since project was planned in English as first language.

【Project Planning / Introduction】

【Individually Executed Project】】

"Project Blast" artefacts are under the topic "bubble" of Global Game Jam 2025. "Poker Bubble" (16A) & "BubbleMath Blast" (16B) were TWO separate games with their unique playing experience, but use the SAME set of cards.
"BubbleMath Blast" is a mathematical educational game, and "Poker Bubble" Players are both “bubble” makers that create and pop bubbles to earn points to win the game.

【Aim】

● Another boardgame for prototyping which only individual, and short hours challenging, during Global Game Jam 2025.



【Project Concept】

● Inspired by mathematics teaching in a former primary school, working experience.
● There is a lack of educational material in mathematics education gamification learning. This project is to evaluate the potential of the concerned domain in education.

【Used skill sectors】

● Canva
● Boardgame design (Print and Play)
● Rapid-Prototyping

【Operation System】

● N/A (for boardgame)

【Submission Artefacts / Downloadable】



【Media Artefacts (Rulebooks and Cards)】

Rulebooks & Card Documents


Project 16A — Poker Bubble (Rulebook)



Project 16A — Poker Bubble (Card Design)





Project 16B — BubbleMath Blast (Rulebook)



Project 16B — BubbleMath Blast (Card Design)


【學術作品】 3D Animation -- Companion (「貓釣魚釣喵」)

【學術作品 (學位程度)】 3D動畫作品 -- 「貓釣魚釣喵」

Academic Artefact : 3D Animation -- Companion

注意:本專案規劃時以 英文 為主要語言,因此只提供 英文 版本。
Only available in English, since project was planned in English as first language.


【Introduction】

● This animation project is under the "3D Modelling and Animation" (3DMA) module project-based learning assignment, which was submitted on 24 December 2024.
Combined with another submitted work in this module, was awarded 74 marks (Grade A/A+) in the UK system, counting toward 30 credits to the BSc (Hons) Digital Media programme.
The sum of the module investments was 227.5 hours, including writing 2 papers and some animation project progress work.


【Used skill sectors】

● Autodesk Maya, Photoshop, Premiere Pro, Canva, Foley, Physical Tool of Animation Making



【Media Artefacts】

【Story】

Neko wants to catch some fish for himself. Walking along the embankment of the pier and aboard his boat. He is sailing to another island nearby on a foggy day.
However, he is unfamiliar with that water region and new to driving a ship. Indeed, this water region is full of weird stuff, so it is better to have a friend together just in case.
Does Neko meet his companions to travel in this cold, uncertainly unknown sea? Willing to pick up new things?

【Artefacts】

https://youtu.be/twEFeYEiSS8?si=8tdyu83mBc-wpT3a

【Written Artefacts】

【Written Artefacts (I) -- Research Report】



【Written Artefacts (II) -- Production Report】



【學術作品】 Interaction Design Module -- Metaverse and UI/UX Design

【學術作品 (學位程度)】 元宇宙設計及UI/UX設計

Academic Artefact : Interaction Design Module -- Metaverse and UI/UX Design

注意:本專案規劃時以 英文 為主要語言,因此只提供 英文 版本。
Only available in English, since project was planned in English as first language.


【Introduction】

● This complement is under the "Interaction Design" (IxD) module project-based learning assignment, which was submitted on 27 May 2025.
Combined with another submitted work in this module, was awarded 73 marks (Grade A/A+) in the UK system, counting toward 30 credits to the BSc (Hons) Digital Media programme.
The sum of the module investments was 188.375 hours, including writing 3 papers, a progress blog post website, a metaverse space in The Sandbox, an abstract concept of integration between metaverse and UI/UX design, and finally, related work files.


【Used skill sectors】

● The Sandbox, Voxel Editor, Autodesk Maya, Premiere Pro, Canva, Physical Paper Wireframes



【Media Artefacts】


【Artefacts】

【Videos Captures of Metaverse and Voxel Props】

https://www.youtube.com/watch?v=An-QR-S_Uzw

https://www.youtube.com/watch?v=kjQM5s_ikoY

【Videos Captures of Further Contribute in abstract UX/UI Design】

https://www.youtube.com/watch?v=rW_CiQ3s9DU


【Written Artefacts】

【Written Artefacts (I) -- Research Report】



【Written Artefacts (II) -- Prototype Production Report】



【BSc(Hons)DM】 商業遊戲設計(桌遊) -- “Foodslap”

【學術作品 (學位程度)】 商業遊戲設計(桌遊) -- “Foodslap”

【Academical】 Commercial Game Boardgame Module -- “Foodslap” Boardgame

注意:本專案規劃時以 英文 為主要語言,因此只提供 英文 版本。
Only available in English, since project was planned in English as first language.


【Introduction】

● Commercial Game Module Complements in UWE BSc DM, a group of 4 to build a board game project that consists of a deck of food cards, and uses up your creativity within a tic-tac-toe board, to create your “meal”, if you struggle to choose.
● Authors and Designer in this group contribution: Anthony C., Nelson LAN (me), Steve T., Him. K

● This complement is under the "Commercial Game Module" (CGD) module project-based learning assignment, which was submitted on 02 DEC 2024.

● Combined with another submitted work in this module, was awarded 71 marks (Grade A) in the UK system, counting toward 30 credits to the BSc (Hons) Digital Media programme.

● This boardgame investment was 6.75 hours, another 43 hours of TDD and GDD contribution for the written submission in the digital game complement.


【Used skill sectors】

● Product Design
● Boardgame Design
● AI Prompt Chanting (Graphic Generation)



【Media Artefacts】

Special Thanks

Special thanks to Anthony C. for granting permission to upload and display these images on this website. in





【Boardgame Backstory And Design Philosophy】

Boardgame Backstory and Design Philosophy

This section documents the creative backstory, conceptual development, and design philosophy behind the boardgame. It outlines the core ideas, values, and visual logic that guided the project from concept to final execution.



【學術作品】 3D Animation -- From sprouting seed to progressive city (「芽生繁城」)

【學術作品 (學位程度)】 3D動畫作品 -- 「芽生繁城」

Academic Artefact : 3D Animation -- From sprouting seed to progressive city

注意:本專案規劃時以 英文 為主要語言,因此只提供 英文 版本。
Only available in English, since project was planned in English as first language.


【Introduction】

● These artefacts are part of the "Creative Technologies Project" (CTP) module's project-based learning assignment, which was submitted on May 19, 2025, and individually executed is enforced.
Combined with another submitted work in this module, was awarded 70 marks (Grade A) in the UK system, counting toward 30 credits to the BSc (Hons) Digital Media programme, and fulfilled graduation requirements.
The sum of the module investments was very thorough and rigorous, encompassing 298.5 hours, including writing three papers, progression work sketches/materials/meetings, two animation artefacts, three formal presentations, and related work files, as well as the project’s side product.


【Used skill sectors】

● Autodesk Maya, Photoshop, Premiere Pro, Canva, Foley, Physical Tool of Animation Making, Font Design, Graphic Design, Unity (URP) particle system for animation



【Media Artefacts】

【Story】

Neko went back from the sea, a meteor, falling out of the sky.

Just like a random friend on that day, told a boy that dressed in a red T-shirt and black pants:

“What if I offer an opportunity to make a Minecraft server that cooperates with a local YouTuber?”

Are you prepared to capture it?

【Project Foreword – Personal Back-storytelling and Philosophy】

Nelson, the author, will make an animation project that is a type of “Project’s autobiography, or memoir”, introducing interesting past portfolios.

Thus, the project would choose his rst game-related project, “Minecraft server hosting”, as a foundationof the story, and make it all happen, and the story does…

“On 16 June 2016, my friend and author went to Mong Kok East because he want to build a new PC and host a considerable scale of Minecraft server that co-operated with a local Youtuber, he would like to seek author advices. Astonishingly, this is such a greatopportunity, falling out of the sky.

With the exact wording as the above, there was no camera to record that day, to record all those happenings. Thus, the project shots would recreate those events, captures, and montages virtually, but mix some creative writing into it and then compose it into an animation project.




【Artefacts】

Pending to upload...Stay tune.

【Written Artefacts】

【Written Artefacts (I) -- Research Report】



【Written Artefacts (II) -- Production Report】



數碼媒體 (榮譽) 理學士 學位程度 學術寫作 總覽

projectuweepubtitle

數碼媒體 (榮譽) 理學士 學位程度 學術寫作 總覽

Academic Writing during BSc (Hons) Digital Media

注意:本專案規劃時以 英文 為主要語言,因此只提供 英文 版本。
Only available in English, since project was planned in English as first language.


【Introduction】

● Here is the e-bookshelf of all written submissions during BSc (Hons) Digital Media.
● The academic writing constituded major part of this programme, which proved students' strong understanding in the field of digital media, computer graphics, game design and development, and beyond the programme treat.
● Most of the writing artefacts (>10 in total) were awarded in the range 71 - 76 (Grade A to A+).

【Used skill sectors】

● NO! AI USAGE! INCLUDE!

● Transdisciplinary Academic Writing



【ePublication Written Artefacts (e-Bookshelf)】