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A cursor appears within the game interface, serving as a key means of interaction for the player. I found the standard mouse cursor a bit dull, so I designed a custom one featuring Geeko and its little hand. This helps enhance the sense of immersion, making players feel more connected to Geeko.

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A cursor appears within the game interface, serving as a key means of interaction for the player. I found the standard mouse cursor a bit dull, so I designed a custom one featuring Geeko and its little hand. This helps enhance the sense of immersion, making players feel more connected to Geeko.

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This is the UI screen that appears once the player has completed all the tasks — a thank-you message from Geeko.

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This is the UI screen that appears once the player has completed all the tasks — a thank-you message from Geeko.

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The Play button was the first UI element I designed, as it appears right at the beginning of the 3D section. Its colour was particularly important, so I experimented with many different options. Since my scene doesn't suit low-saturation icons, I ultimately decided to use Geeko’s primary colour scheme, which blends harmoniously with the overall visual style.

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The Play button was the first UI element I designed, as it appears right at the beginning of the 3D section. Its colour was particularly important, so I experimented with many different options. Since my scene doesn't suit low-saturation icons, I ultimately decided to use Geeko’s primary colour scheme, which blends harmoniously with the overall visual style.

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I designed two versions of the sound icon: a standard one and another incorporating the silhouette of Geeko. Since the overall theme revolves around Geeko, I felt it was fitting to use its silhouette in the design.

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I designed two versions of the sound icon: a standard one and another incorporating the silhouette of Geeko. Since the overall theme revolves around Geeko, I felt it was fitting to use its silhouette in the design.

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This is the game's "info" UI button. When players click on it, they’ll see some information about the creator.

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This is the game's "info" UI button. When players click on it, they’ll see some information about the creator.

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During this stage, I encountered several challenges that required troubleshooting and adjustments.

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During this stage, I encountered several challenges that required troubleshooting and adjustments.

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Following that, I worked on animating the bird in more detail to enhance the scene’s liveliness and narrative depth.

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Following that, I worked on animating the bird in more detail to enhance the scene’s liveliness and narrative depth.

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The animation section above was created in Maya. I exported the model as an FBX package and chose to animate in Maya because I’m more familiar with its rigging system. Once the animation was complete, I imported it back into Blender for rendering.

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The animation section above was created in Maya. I exported the model as an FBX package and chose to animate in Maya because I’m more familiar with its rigging system. Once the animation was complete, I imported it back into Blender for rendering.

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During this process, I noticed that the left side of the scene appeared too empty from the camera's perspective, so I designed and added additional assets in Blender to improve the scene composition and enhance the overall visual balance.

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A few adjustments to the overall approach and methodology.

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A few adjustments to the overall approach and methodology.

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I made some adjustments to the animation curves, refining the movement intensity of different objects to achieve more realistic motion.

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I made some adjustments to the animation curves, refining the movement intensity of different objects to achieve more realistic motion.

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In this updated version, the collision has been shifted to the left side. For added dramatic effect, I included a reaction shot in which the opposing rider, shocked by the impact, raises a middle finger towards Geeko (the player).

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In this updated version, the collision has been shifted to the left side. For added dramatic effect, I included a reaction shot in which the opposing rider, shocked by the impact, raises a middle finger towards Geeko (the player).

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At this stage, I envisioned a character riding the motorbike, entering the scene with an impact from the left.

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At this stage, I envisioned a character riding the motorbike, entering the scene with an impact from the left.

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This was the first full workflow test, but the overall speed of the sequence turned out to be too fast.

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This was the first full workflow test, but the overall speed of the sequence turned out to be too fast.

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Through multiple tutorials and discussions with Michelle, we came to the conclusion that the left side of the frame felt too empty, while the right side carried too much visual weight. This imbalance made the composition feel lopsided. To address this, we decided to shift the direction of the incoming motorbike so that it crashes from the left side instead. Additionally, we added some distant trees on the left to increase the sense of depth and balance the scene visually.

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Through multiple tutorials and discussions with Michelle, we came to the conclusion that the left side of the frame felt too empty, while the right side carried too much visual weight. This imbalance made the composition feel lopsided. To address this, we decided to shift the direction of the incoming motorbike so that it crashes from the left side instead. Additionally, we added some distant trees on the left to increase the sense of depth and balance the scene visually.

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Through multiple tutorials and discussions with Michelle, we came to the conclusion that the left side of the frame felt too empty, while the right side carried too much visual weight. This imbalance made the composition feel lopsided. To address this, we decided to shift the direction of the incoming motorbike so that it crashes from the left side instead. Additionally, we added some distant trees on the left to increase the sense of depth and balance the scene visually.

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Next, I introduced a second motorbike to heighten the dramatic tension and make the collision more believable.To enhance narrative tension and visual interest, I introduced a point of conflict into both the scene and the storyline.

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Next, I introduced a second motorbike to heighten the dramatic tension and make the collision more believable.To enhance narrative tension and visual interest, I introduced a point of conflict into both the scene and the storyline.

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The duration for which the "out-of-control" items swung after being hit was too brief, which made it challenging for the player to engage with and properly observe them.

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At this stage, I developed the next part of the storyline. After the protagonist, Geeko, loses control of his motorbike while trying to avoid the collision and crashes into the shop, he falls, then gets back up and begins to look around. He notices that some items in the store have been displaced by the impact. The player is then required to interact with these "out-of-place" objects to return them to their original positions.

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At this stage, I developed the next part of the storyline. After the protagonist, Geeko, loses control of his motorbike while trying to avoid the collision and crashes into the shop, he falls, then gets back up and begins to look around. He notices that some items in the store have been displaced by the impact. The player is then required to interact with these "out-of-place" objects to return them to their original positions.

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(This sequence is presented as a first-person simulation video from the player’s perspective.)

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After discussions and repeated viewings, both my classmates, tutor, and I ultimately agreed that a vertical impact from the right side would be more dramatic. This approach allows for a longer lead-up, giving the audience more time to anticipate what’s about to happen. It also avoids revealing the interior of the shop too early. Instead, having the vehicle crash, turn, and then break into a completely new scene adds an element of surprise and makes the transition more engaging.

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After discussions and repeated viewings, both my classmates, tutor, and I ultimately agreed that a vertical impact from the right side would be more dramatic. This approach allows for a longer lead-up, giving the audience more time to anticipate what’s about to happen. It also avoids revealing the interior of the shop too early. Instead, having the vehicle crash, turn, and then break into a completely new scene adds an element of surprise and makes the transition more engaging.

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The two originally envisioned directions for the impact.

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The two originally envisioned directions for the impact.

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This represents the initial concept and planning for the animation segment.

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This represents the initial concept and planning for the animation segment.

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This involves the placement of the camera.

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This involves the placement of the camera.

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Here is the rendered image following the application of the materials.

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Here is the rendered image following the application of the materials.