SELECTED WORK / CASE STUDY

林间寻踪

林间寻踪

How can a forest guide a player without making the search feel rushed?

How can a forest guide a player without making the search feel rushed?

THE PROJECT

THE PROJECT

This design proposal follows a cat through a forest path, a stream, and a tree hollow. Environmental details, sound, and small interactions are intended to keep exploration curious and calm. The document describes a proposed twelve-minute route; implementation has not been verified.

Level design proposal

DESIGN PROCESS

How the experience took shape

How the experience took shape

01 / Guide through the environment

Moving grass, fur, pawprints, and a bell are planned as clues that draw attention without turning the forest into a corridor of arrows.

02 / Give each clue an action

At the stream, the proposed loop asks players to notice the toy, change the water level, cross the stones, and confirm the cat was there. Each step returns feedback before the next clue.

03 / Let the final puzzle hold emotion

The tree-hollow sequence shifts from searching to care: repairing a wind chime and making wishes are intended to slow the pace before the reunion.

DEVELOPMENT NOTE

The Notion source is a level design plan with proposed Blueprint and whitebox logic. The current playable state and test outcomes still need confirmation.

Inky(Yingqi) Hu · Game & Interaction Design