Skip to main content

LU Jiafan's Portfolio for Application

Page 1

LU Jiafan's Portfolio for Application

Name: Mobile:

Email:

Website: Home Institution:

LU Jiafan +86 17826354811

lujiafan2001@163.com

https://lujiafan.itch.io

https://roylu2001.wixsite.com/roy-s-portfolio

https://youtube.com/@user-fc8mw8eo6o?si=JlzmIY5PrisqYUk5

Central Academy of Fine Arts

THE HALTED EARTH

·Personal work

- Concept Design

- Game Scene Art

- GAME Design

SYNOPSIS

In the future, Earth experiences an unprecedented celestial impact that drastically changes its rotation, ultimately resulting in the planet being tidally locked by the sun. Earth is divided into two distinctly different regions: the eternal Twilight Zone and the endless Night Zone.

The Twilight Zone is a vast expanse forever bathed in the afterglow of the sunset. The skies here often display warm orange and red tones, with soft and enduring light. Due to constant solar radiation, the temperature is higher, and cities are often built on mountain ranges to maximize the use of solar energy. New Lhasa is the dazzling jewel of this region, with towering buildings shining in the sunlight, surrounded by high-tech farms and artificial green ecosystems.

Conversely, the Night Zone is a world of perpetual darkness. Its skies are always

covered with thick clouds and ice fog, making it difficult for starlight and moonlight to penetrate. The surface is covered with snow and ice, sometimes more than ten meters thick, and temperatures are extremely low. New Yakutsk and other cities in the Night Zone rely on underground warmth and geothermal energy for survival. These subterranean cities have complex tunnel systems, connecting various residential areas and infrastructure. Above ground, frozen mountain ranges and permafrost plateaus dominate the Night Zone's landscape, explored only by a few brave adventurers and researchers.

The Seebeck Effect Supergrid spans these two radically different worlds, becoming one of the most significant man-made geographical marvels on Earth. This energy corridor also serves as the sole channel for cultural and trade exchanges between the two worlds, with various Seebeck bases distributed along its length.

Twilight Line

01 ▷
Made with: https://youtu.be/HtIGLYKbZu0 Video Link:

BRAIN STORM

What happens when the Earth stops autobiography?

· Geostrophic forces disappear, ocean currents and monsoons disappear

· Half the earth is hot and half is cold, there is no day and night, there is no season

· Meteorological disaster, geological disaster

· The moon will fall

· The Earth's magnetic field would disappear

······ Daylight Zone H O Electricity 2 2 Electrolysis Night Zone Provide Shelter Frozen Ocean Extreme Temperature Difference Supply Energy Cable That Runs Through The Ocean Polar Maintenance Platform Twilight Line A Linear City Seebeck Effect Seebeck Effect Generator Extreme High-Temperature The Earth's Atmosphere Becomes Thin Cosmic Radiation Radiation-Proof Work Clothing Hermostatic Working Suit Polar Subsistence Clothing Extreme Low-Tempreture Internal Combustion Engines Fail The Development Of Nuclear Energy Nuclear Powered Vehicles Electric Vehicle

the in-game performance of the model

Game Creation Workflow

"The Halted Earth" is an indie game and also my ongoing undergraduate thesis project.

Currently, the game's scene construction and programming are being developed simultaneously. The programming is implemented with Unreal Blueprints, and some of the assets are created by me following the PBR

(Physically Based Rendering) process, with others sourced from the Unreal Marketplace and Unreal Engine’s built-in Quixel Bridge.

The game is expected to be exhibited and completed with around 15 minutes of playable content by July 2024, at which point all external assets will be replaced.

• Low-poly modeling

• High-poly sculpting

• High to low converting

• UV unwrapping

ID maps baking

• Textures baking

• Texture painting

• Unreal materials creating

• In-Engine effect testing

Asset Production Workflow

——

The Seebeck Supergrid

The Seebeck Supergrid is a revolutionary technology that harnesses the substantial temperature difference between the Night Zone and the Twilight Zone to generate electricity through the Seebeck effect. The core of this supergrid is a series of efficient thermoelectric converters stretching from the Earth's Night Zone to the Daylight Zone, forming a massive energy corridor that spans the globe.

Meanwhile, this grid is not just an energy project but also a bond and lifeline connecting two distinctly different regions. The pipelines and cables along the grid have become crucial channels for transportation and communication, and the areas with the thermoelectric converters have gradually developed into Seebeck bases of various sizes for trade and brief stops. They act like the collective arteries of humanity, making interaction and exchange between the previously isolated Night and Twilight Zones possible.

The setting I am working on is a trade-oriented Seebeck base near the Daylight Zone, where players will embark on their exploration.

The Seebeck Base Scene Building Process
The Seebeck Supergrid (sketch)
To the Endless Night Zone To the Daylight/Twilight Zone The Seebeck Base
In-game first person view Pooling Assets

New Lhasa

To maximize the advantageous natural conditions of the Twilight Zone, building vertical cities on the mountains is undoubtedly the best choice.

The extreme environments have led to a drastic diversification of human civilization, with some humans erecting towering skyscrapers in the Twilight Zone, while others have found ways to survive in the perpetual darkness of the Night Zone. base. The sun-facing side of the mountain is densely populated, while the shadowed side houses the slums. Despite this, the area remains overcrowded, making survival here as challenging as witnessing a sunset.

The Himalayan range has given birth to the largest city in this world—New Lhasa. The name "New Lhasa" originates from a sacred city of the old world, which was also rumored to be built upon towering peaks, attracting countless pilgrims daily.

Today, New Lhasa continues this historical legacy, with millions traveling from the Night Zone to this city each day.

To better utilize the geographical advantages, the buildings here soar into the clouds. The most magnificent structures are located at the mountain tops, gradually becoming smaller towards the The Night Zone is not a realm of silence; united humanity always creates miracles in adversity.

As a shining gem of the Night Zone, New Yakutsk demonstrates the capacity of humans to survive and thrive in the most unlikely environments.

The city sits atop the richest geothermal sources in the Night Zone, making it the largest city there and a symbol of human resilience in perpetual darkness. Its structure delves deep underground, forming a multi-level subterranean city network. This design not only efficiently utilizes the underground geothermal resources but also provides protection and a stable living environment against the harsh surface conditions. At the heart of the city lies a massive geothermal power station,

New Takutsk

Due to the perpetual sunlight, solar-powered aircraft have become the primary means of transportation in New Lhasa and the Daylight Zone. These aircraft are covered with highly efficient solar panels and usually feature streamlined designs with reflective metal or synthetic materials. They are capable of Vertical Take-Off and Landing (VTOL), allowing for free navigation between the city's towering skyscrapers and making navigation in the bustling vertical city much more flexible. which not only supplies heat and electricity to the city but also serves as a hub for social and cultural activities.

The residents take pride in their adaptability and community spirit. They are well aware of the hardships their ancestors faced in building this city and the importance of collective cooperation in such a challenging environment. Thus, here, emphasis is placed on collective collaboration and introspection. In the Night Zone, thanks to the booming mining industry and the continuous supply of uranium ore, nuclear-powered aircraft have become the mainstream mode of transportation here.

Scene Building Process

The Seebeck Base

Game World & Game Scene Design

Players start the game here, waking up from the hibernation pod, struggling to climb out of the aircraft. Looking up, they find themselves in an unfamiliar world, surrounded by deep valleys created by terrestrial fissures. The player realizes that they have been asleep for too long and begins to explore this world.

The player begins to follow the fissure, walking deeper into it, during which the game's setting gradually transitions from natural to mechanical landscapes. At the end, the player comes across the colossal Seebeck base. Throughout this journey, the player needs to conserve energy and collect resources to prevent hypothermia. At this point, the game introduces three vital statistics: hunger, health, and body temperature, similar to the gameplay mechanics found in survival games.

Game Plot and Background

The current Demo version of the story unfolds at a Seebeck base situated between the Twilight Zone and the Night Zone.

As an engineer, the protagonist (player) was piloting his cargo spacecraft just before the disaster struck, thus surviving the cataclysm by being away from the ground. However, fate took an unexpected turn, and his spacecraft was forced to crash-land in the wilderness. The protagonist used the last of his fuel to activate the hibernation pod, where he waited for decades until the spacecraft's fuel finally ran out, awakening him.

The Seebeck Base

(Rendering + Hand-drawn)

After obtaining some basic supplies and overcoming the risk of hypothermia, the player successfully reaches the trade port. Here, the approaching storm compels the player to retrofit and repair their aircraft to escape.

At this point, the player acquires three blueprints: aircraft blueprint, New Yakutsk city blueprint, and New Lhasa city blueprint. The player must make a choice: to retrofit their aircraft to suit the eternal night or the eternal twilight, and which city their cultural affinity aligns with. These two factors will ultimately determine which city the player can travel to. Completing all parts of the aircraft blueprint and all parts of any one city blueprint will allow the player to complete the game.

The player starts to explore the interior of the Seebeck base, spiraling upwards. During this exploration, the player interacts with NPCs, completes phased tasks, and gradually learns about this world. They discover that this place is an intermediate node of a Seebeck power station and also learn about an impending storm about to sweep through the area (triggering the main quest).

Level Design & Story Flow STEP-1 STEP-4
STEP-3 STEP-2

02 MERRY CHRISTMAS -Poster Master

· Personal Work

- Game Scene Art

- Game Programme - Game Design

OVERVIEW

This is an playableexperimental RPG game that incorporates puzzle-solving, horror, and action gameplay, reflecting my thoughts and views on the prohibition of celebrating Western religious festivals (like Christmas and Halloween) in Chinese universities.

Made with: video link:https://youtu.be/HjEO7PJg8C8?si=5N3rP5zjOqXLNFCL available to play on: https://lujiafan.itch.io/merry-christmas

In this project, I replicated the scenes on the first and second floors of the Design School of Central Academy of Fine Arts and made some stylistic modifications. Based on the floor plan provided by the school and field surveying, I modeled the architectural elements in the scene using Maya software. The assets in the game were created by myself, sourced from the Unreal Market, and Quixel Bridge.

2nd Floor 1st Floor

INSPIRATION

During my freshmen year, proposed a christmas party at the teaching building on college before winter vacation. The students were having fun trading gifts and reading the blessings until the secretary of the school committee came and tried to stop us from having a western party. (In China, it is not allowed to openly celebrate Western holidays on campus, especially those with Western religious connotations.) We got away with it by saying we’re celebrating the New Year, but I still think that it wasn’t wrong of us to have the Christmas party.

I believe that Christmas Day is not just a western holiday, it is also a time when families and friends can be reunioned, a time to be celebrated together. Therefore, I made this game to criticize “closed-culture” and encourage culture diversity. I want my audiences to be aware that embracing different cultures and traditions is essential for fostering a diverse and inclusive society. The game I have designed aims to challenge the concept of "closedculture" and promote cultural exchange and understanding.

GAME SCENE DESIGN

The entire game scene replicates the real-life scenes of the teaching building and the exhibition hall of the School of Design at CAFA (That's where we used to have our Christmas event). Although divided into three levels, each level is not closed off, allowing players to revisit the scenes of previous levels as they progress through subsequent levels.

Office
Teachers'
GAME SCENE
REALITY MODEL Teachers' Office(Inside View)
poster wall
floor exhibition hall 2nd floor staircase
REFERENCES
1st floor staircase
2nd

BACKGROUND:

As an event planner, you need to promote your activity throughout the teaching building of the School of Design. However, there's limited space available for posters. You can either look for blank spaces to display your posters or replace existing ones with your own. Just be careful not to get caught on surveillance camera while doing so.

GOAL:

Switching the posters from school activities to New Year/ Christmas party posters without getting caught by the cameras. You

Game Program For Level1 About Taking Down Posters And Putting Up Posters

Once you have posters all over the ground floor, you can have the access to new area (LEVEL2)

But, be careful! Surveillance cameras are scattered in the corners of the scene and they emit red laser beams. If you are within the range of the red laser beam and caught removing other people's posters, you will fail the game.

Game Program For Level1 About Cameras Capturing The Player

PROGRAMMING and LEVEL PLANNING
GAMEFLOW:
LEVEL1 GAME SCENE CAMERA CAPTURE SYSTEM LEVEL 1
GAMEFLOW
Got Caught

BACKGROUND:

In this level, you are eager to display all the Christmas activity posters you made on every screen. However, due to the pressure, you have to avoid replacing the portraits of the principal and other school leaders, as it would have serious consequences.

Additionally, since you pulled the circuit breaker in the previous level, the entire scene has become pitch black, making it difficult for you to identify which screens you can modify. You need to rely on certain items to make it easier to complete the level.

GOAL:

You have to replace the right screens with the Christmas poster. But you can't change something that has a portrait of a school leader, or you'll fail to graduate.(Game Over)

GAMEFLOW THERMAL VISION SYSTEM

LEVEL2 GAME SCENE (No illuminated lighting in the game version)

The vision system in the game can help players navigate in the dark and make it easier for them to locate their position on the screen. While this system is not necessary for completing the game, it serves as a helpful aid.

Game Scene (Thermal Vision System Off)

Game Scene (Thermal Vision System On)

Game Program For Controlling Thermal Vision System

Material For The Thermal Vision System

The area is barely lighted for the player to see which posters needed to be replaced. The most prominent light source in the scene comes from the eyes of a large statue positioned in the center. This light beam easily catches the player's attention. After the players open the Thermal Vision System, they will find a

small rotatable statue that looks just like the big statue, which also controls the rotation of both.

The big statue has lights shooting out of its eyes so when it’s rotated to certain directions, player can use the light to see the posters on the side, thus knowing which ones needed to be replaced.

The Large Statue And Its Corresponding

Small Statue The Statue With Light Source Comes From Its Eyes

Game Program For Level2 about statue rotation control

PROGRAMMING and LEVEL PLANNING
STATUE
SYSTEM LEVEL 2
ROTATION

BACKGROUND:

In this level, the player arrives at the entrance of an exhibition hall filled with statues and paintings from the Renaissance period. The statues here appear somewhat eerie as they always seem to face the player. The player needs to navigate through this pitch-black exhibition hall to reach its end and replace the exhibition posters with Christmas posters.

There is only one path to follow, and during this journey, many terrifying events will occur.

GOAL: Go through the hunted hallway and stream the poster on the projecter.

GAMEFLOW AI SYSTEM

PROPS: 1. Portable light source; 2. Inferaed night vision system.

FEATURES:

While going through the hallway, players will find themselves being followed by the statues. There are 4 hunted statues: the first one rotates when the player gets near, but doesn’t follow the player; the second one follows the player when they are not facing it; the third one follows the player when they get infront of it; the fourth one follows the player when they are using the thermel vision system. The player needs to go through the hallway safely without any of the statues catching them.

In this level, there are four types of AI programs. Some of them are lethal to the player, while others serve as mere scare tactics.

The scene is incredibly dim, and the player may need to rely on their observation skills and auditory cues to determine if they are being watched while navigating through the level.

3 categories of AI that can harm the player

LEVEL3 GAME SCENE (No illuminated lighting in the game version)

Step1:

You change the last poster

Step2:

You pass through the door that in front fo you

Step3:

Once you pass through it, it will quickly close behind you

Step5:

You operate the Mac and change its wallpaper

PathtotheMainPoster

Step4:

You finally enter the teacher's office, which holds the decorations and gifts confiscated by the secretary of the school committee

Step6:

You get your christmas decorations and christmas tree.

Step7:

You start arranging them around the whole building

LEVEL
PROGRAMMING and
PLANNING
LEVEL 3

The fourth type of AI is triggered only when the player comes within a certain proximity to it. Once the player activates the thermal vision, it starts to chase them.

The third type of AI is lethal to the player and utilizes the Pawn Sensing component. It patrols the scene and starts chasing the player once they enter its line of sight

The First Type Of AI

The

The first type of AI is not lethal to the player; its purpose is to create a terrifying atmosphere, thereby keeping the player on alert. it rotates when the player gets near, but doesn’t follow the player

The Second Type Of AI

The second type of AI is both deadly and challenging for the player. If the player is not facing it directly, it starts to chase the player until they face it again. The player can rely on sound cues to determine if they are being pursued. This program utilizes Ray casting components to achieve its functionality.

Program For AI (Type1) Program For AI (Type2)
Third Type Of AI Program For AI Type4) The Forth Type Of AI
The Player Faces The Statue Player Remain Stationary Player Start Chasing Player The Player Faces The Statue With His Back The Player Faces The Statue Program For AI (Type3) start chasing player Player
PROGRAMMING

OVERVIEW

“Potential Journey”is a 2D side-scrolling platformer game centered on the law of conservation of energy in physics. Produced during the Tencent X NJU Game Jam 2023 at Nanjing University and made with Corgi Engine in Unity3D. Available to play at https://lujiafan.itch.io/potential-

journey The project won first prize and the Best Creative Award in the competition.

This project was completed by a two-member team consisting of myself and a classmate from the Software School of Nanjing University. It took

POTENTIAL JOURNEY

LEVEL 1

Made with:

video link:https://youtu.be/1JwXOjRIm2g?si=CYzakLFkw3rmpDD6 available to play on:https://lujiafan.itch.io/potential-journey

LEVEL 3

three days to complete and was a collaborative effort.I was responsible for all the game scene construction and game art, as well as part of the game program using Visual Scripting (Bolt) in Editor.

In this game, players were provided with a basic energy bar, which they had to judiciously allocate across kinetic energy, internal energy, gravitational potential energy, and electric potential energy to complete levels. The first four levels are currently completed to achieve basic functional testing, and more complex levels are still being tested.

LEVEL 2

LEVEL 4

03
-MY
TEAM WORK
RESPONSIBILITY <GAME_SCENE_ART> <PROGRAMMING> <LEVEL_PLANNING>

CORE MECHANICS

charge

The energy bar displays the total potential energy of the player-controlled character, as well as the type of charge it carries. The player's character acts as a container for storing and releasing energy, and any action that requires using or storing energy within the scene will be reflected in realtime on the energy bar.

Energy Conservation System PROGRAMMING

the

mechanics

As the player moves, they will face certain restrictions. For example, falling into a trap at the top will limit tåhe player's jump height

The physical equations displayed in the game provide real-time information to the player about the types of energy they may need to utilize at their current location within the level.

Lava - If the player falls into the lava, they will perish due to a rapid increase in internal energy.

Kinetic energy is the energy possessed by an object due to its motion, and is calculated as one-half the product of the object's mass and the square of its velocity, expressed by the formula KE=1/2 mv^2.

In the game, any jumps or movements made by the player will consume a certain amount of kinetic energy (calculated precisely using the kinetic energy formula). When the player stops moving, the consumed kinetic energy will be returned.

Internal energy, the sum of a system's kinetic and potential energy, varies with temperature changes: an increase in temperature heightens particle movement, raising internal energy, while a decrease slows particles, lowering it.

internal energy changes in two scenarios: 1. When touching ice blocks, the character's total energy decreases due to heat transfer; 2. When falling into lava, the character's energy rapidly increases, leading to an explosion.

In the game script "test," we explore a gameplay centered on energy conservation principles. Script variables represent diverse energy forms—gravitational (`powerOfGravity`),

kinetic (`powerOfVelocity`), electrical (`powerOfElectricity`), and thermal (`powerOfHeat`).

Calculations within electric fields (`testElectricField` and `testElectricField1`) intricately follow energy conservation, determining the character's potential energy (`potentialPower`) derived from original energy (`originalPower`) and energy exchanges in the game world.

The script also enables players to manipulate the character's

charge (`Q`) and temperature (`temperature`), enhancing gameplay. This manipulation directly influences potential energy, affecting the character's abilities such as jumping and horizontal movement, disabled below specific potential energy thresholds.

Our team consisted of two members with very different backgrounds, myself (art school background) and my high school classmate (science major background), but we our collaboration extends beyond jointly formulating core gameplay; we have also successfully integrated C# scripting with Visual Scripting.

Based on the C# script "test," I utilized visual scripting to invoke certain functions, further implementing features such as UI rendering and defining threshold values.

Kinetic Energy

Gravitational potential energy is the energy stored in an object due to its height and mass in a gravitational field, and is calculated using the formula PE = mgh, where PE is potential energy, m is mass, g is the acceleration due to gravity, and h is height.

In the game, when the character jumps, it converts part of its total energy into gravitational potential energy, resulting in a decrease in its total energy, and this energy is then released when it lands.

Internal Power

Electrical potential energy is the energy stored in an object due to its position relative to other charged objects, and it changes as the object moves within an electric field.

In the game, players can freely change the type of electrical charge they carry (positive or negative), which will determine whether they gain or lose energy in a particular electric field, as well as deciding whether they experience attraction or repulsion forces within the electric field.

GAME PlANNING
(carrying a positive charge ) (positive
) (C# for
core
) (Visual Scripting to display changes in energy on the UI) Game UI (negative charge ) (carrying a negative charge )
Electricl Potential Power Gravitational Potential Power

Touching the lava will increase the character's internal energy, thereby increasing its total energy, but since it exceeds its tolerance limit, the character will die.

The trap is set here to teach players how to convert between gravitational potential energy and kinetic energy. When the player descends, they gain gravitational potential energy, and when they jump, they release this gravitational potential energy.

The player cannot choose this path to reach the destination because in the process of arriving here, the player has converted much of their energy into gravitational potential energy and no longer has enough energy to jump. Therefore, the only option is to first fall into the valley bottom, thereby gaining gravitational potential energy, and then convert this gravitational potential energy into kinetic energy in order to jump out.

When players pass through the electric field from right to left, they will feel a pushing force. This is due to the attraction between the player's negative charge and the electric field, which is in the opposite direction. As a result, the character's total energy increases.

When players pass through the electric field from left to right, they will feel a strong resistance. This is due to the repulsion between the player's negative charge and the electric field. The player must do work to overcome this repulsive force, resulting in a decrease in their total energy.

The energy types involved in this level include: The energy types involved in this level include:

This is a tutorial level. In this level, we want players to learn how to reasonably allocate their total energy and understand the conversion relationships between different forms of energy.

This level includes: internal energy, kinetic energy, and gravitational potential energy.

This level introduces the concept of electrical potential energy, building on the foundation of previous levels. At the starting point, players must pass through a small gate, after which they acquire a negative charge. Subsequently, the effect on the player varies depending on the direction they traverse the electric field: passing from left to right requires work to be done (reducing energy), while passing from right to left results in gaining energy.

PlANNING LEVEL PLANNING - LEVEL 1 LEVEL PLANNING - LEVEL 2
GAME PlANNING GAME
Scripts to manage the behavior of a character within an electric field.
Internal Power Electricl Potential Power Gravitational Potential Power Gravitational Potential Power Kinetic Energy Kinetic Energy

The player cannot pass through this electric field because the total energy of the character they control is insufficient to overcome the repulsive force of the electric field and reach the other side after jumping onto this platform. Therefore, the player needs to find another way.

When the player touches this ice block, it will gradually melt over time, but the player will also find that their total energy has decreased (internal energy has changed). This is because heat transfer has occurred between the character and the ice block.

The player cannot reach the destination through this route, because in the process, the player has exhausted their total energy by doing work to overcome the electric field and melting the ice block, and will be unable to complete the final jump to reach the destination.

After entering the electric field, if the player switches their charge, the character will be subjected to an opposing force from the electric field, causing it to walk along the top of the map. At the same time, the player's total energy will increase.

This level still involves electrical potential energy, kinetic energy, and gravitational potential energy. However, in this level, players need to pay more attention to reasonably allocating their total energy.

The energy types involved in this level include: The energy types involved in this level include:

Due to the law of conservation of energy, players have numerous opportunities to trial and error in order to pass this level.

In this level, players need to utilize four types of energy: internal energy, kinetic energy, electrical potential energy, and gravitational potential energy. Players must reasonably allocate and convert these energies, as well as make strategic use of the environmental elements within the scene to pass the level. In this level, players can freely switch the type of electrical charge they carry, resulting in different effects when interacting with electric fields.

GAME PlANNING LEVEL PLANNING - LEVEL 3 LEVEL PLANNING - LEVEL 4
Electricl Potential Power Electricl Potential Power Gravitational Potential Power Gravitational Potential Power Kinetic Energy Kinetic Energy
Internal Power
GAME PlANNING
BUILDING PROCESS MODELING & TEXTURE 04
Stylized Cyberpunk
Game Scene Art · Personal Work Made with:
PERSONAL PRACTICE 1 -
Environment -
A Stylize Realistic Scene
REFRENCES DRAFT FINAL BUILDING PROCESS video link- https://b23.tv/APMtQV1
The Legend of Zelda - Breath of The Wild
04 PERSONAL PRACTICE 2 -Stylized Realistic Scene - Game Scene Art · Personal Work Made with:
KENA - Bridge of Spirits

Turn static files into dynamic content formats.

Create a flipbook