MELAYU

Wayan, a wandering adventurer, explores an abandoned island that she oddly feels related to. Upon meeting the island’s last preserved spirit flower, there is a surprising connection between the two. This deep connection brings supernatural abilities in order to navigate through the island until they have to let go of one another.

GENRE:
Adventure, Exploration

TEAM:
7

DURATION:
4.5 Months

ROLES:
Project Manager, Gameplay Designer, Concept Artist, Texture Artist, UI Artist, Marketing

AWARDS:
Student Choice Award, Wonderful Technology, Best Sound
(Hanze UAS Game Lab 2022)

CONTRIBUTION OVERVIEW

Lead the team through pre-production and production phases

Designed the prototype’s main puzzle

Collaborated in designing the prototype’s level design

Concepted the character & all props

Created the art style of the game

Textured all assets from scratch

Invested in making stickers & a poster for marketing purposes

Prioritized the team’s well-being!

CONCEPT ART

CHARACTER – WAYAN

Character Concept
Final Concept for Modeling

Creating this character involved so many iterations based on three things:

1. Female Southeast Asian Adventurer
2. Avoid copying other female adventurer designs
3. Make her design memorable


Previous iterations focused a lot on having traditional Southeast Asian clothing, but I wanted to convey more of a mysterious adventurer with very slight elements of being Southeast Asian (face, hair, skintone, belt). This choice made the character simple, yet memorable.

First Iteration
Second Iteration

PROP & ENVIRONMENT

I did A LOT of concept art. So here are a few:

TEXTURE ART

!! [I did not make any of the 3D models in Melayu] !!

Having the power to dictate the game’s artsyle was insanely daunting because we wanted to go stylized. This was my first time ever trying to create stylized textures.

In addition, I further challenged myself to come up with something original in combination with a toon shader.

After a lot of trial and error, I created a colored pencil-esque style that could softly complement the toonshader.

I make all my textures from scratch! I NEVER USE PRE-MADE SMART MATERIALS, ALL textures are original.

I also fully hand-painted the character model.

Overall, texturing involved a lot of back and forth between Substance Painter and Unity due to tests with the shader.

DESIGN – PUZZLE

Lego Games [TT Games Limited] are masters at utilizing platforming to solve puzzles purely because they are simple enough to where any skill level can complete it. Since I have finished The Complete Saga and The Original Adventures multiple times, I have a good understanding of their intended user progression.

The key to making these puzzles interesting is literally platforming. That’s it. But, Lego Games do it in a way where you have to utilize certain skills in order to have access to the area to platform to. Often times you have to platform to obtain keys, press a button, etc. followed by platforming again, and the loop goes on until you reach the intended cutscene to the next area.

Melayu’s puzzle is quite simple, except the final prototype does not present a very crucial element to demonstrate the sense of it. [The light!]

It is primarily about the physics behind refraction through a prism. Specifically, Dispersion and Recombination of light.

The puzzle’s intended goal is to gather all the prism pieces and arrange them in a way where the white light is redirected into the other ruin’s hole.

In order to make use of the area and keep the difficulty balanced, giving the player three prisms to start and having to find three more served as a good equilibrium between finding pieces and solving the main puzzle.

Zone 1 Platforming
Zone 2 Platforming
Zone 3 Platforming

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