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Thesis Game Project - Lulling

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Game Concept:

• Protagonists: The playable character (referred to as “you”) and the fairy of dreams - Fayne (gender-neutral with they/them pronouns).

• Software: Blender, Maya, Unity, Substance Painter, Photoshop, Adobe Audition


• Keywords: First person, lowpoly, medieval fantasy, adventure, casual, hidden object puzzle game

• Location: Great Tree Village Mugna;

• Logline: In the game, the player assumes the role of a 17 years old village boy (referred to as “you” in gameplay) and meets a fairy named Fayne, who is in charge of everyone’s dream in the tree village Mugna. Fayne is trapped in the mortal world by accident. To go back to their home, Fayne needs enough dream fragments to open up the magic portal. However, The dream fragments can only be collected when someone falls asleep. Therefore, your goal is to put everyone to sleep with all kinds of methods that you will discover in this game.

• Game Mechanics: “Lulling” is performed inside this village called Mugna, which is built on the top of the trees. Every night, there are two things for the players to complete:

1) Find out who is still awake in the village;

2) Once the player finds them, they try to put the villagers to sleep (for example, swinging a pocket watch at an NPC to make him dizzy and sleepy). However, the players need to find the right item hiding inside the village before performing these tricks.


There are not many limitations in the game; the only two limitations are the time and the number of dream fragments. There are only three nights for the players to save Fayne. Otherwise they will disappear forever. Additionally, players also need to collect six dream fragments in order to provide Fayne with the energy to open up the portal.

Game Mechanics Mindmap:

Below is a mindmap that details the whole game mechanics and the strategy to put each NPC to sleep. From the figure above, players need to apply the same strategy twice to one of the characters, Mrs Amanda. This is intended to create an illusion that misleads the players, making them believe that Mrs Amanda’s strategy remains unchanged. However, on the third night, Mrs Amanda’s strategy is changed, so the players must search the village to come up with a new method. I created this twist to demonstrate the repeated yet unpredictable nature of dreams, since Lulling is based on the idea of dreaming. 


Below are the models from my game:

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The screenshots of the overall game world:

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Game Project - The Sisyphus' Room

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"The Sisyphus' Room" is a first-person narrative adventure game based on the French folktale, Bluebeard. You will explore the world through the eyes of Joan, Bluebeard's wife, a woman who is ready to break free from her old life, yet falls prey to her curiosity in nature. Investigate the rooms, solve puzzles, and collect items, your own decisions will pave the way to the forbidden room, where the house’s darkest curse awaits.

• Software: Blender, Maya, Unity, Substance Painter, Photoshop



Female perspective



Explore, observe and collect


The game involves exploration of the game world and riddle-solving. The player needs to solve riddles that give a hint of what and where the items are. For example, the riddle for getting the apple would be: 

“The wisdom inside your heart, 

is always with you at the start, 

Where is it, can you tell it apart, 

from a bunch of little jars.” 

As you can see, the apple is a symbol of “wisdom”. And the fourth line hints that the apple is inside a jar (bottle) which is placed on one of the bookshelves inside the library.


Many symbols are used throughout the game to guide the players. Aside from the collectable items, the game contains a variety of other symbols, which give players a glimpse into the protagonist's life. For example, when players touch the birdcage hanging in the bedroom, a message would show up: 

“This is an empty birdcage where I kept my bird a long time ago. It flew out all of a sudden and I can’t help wondering where it goes. How I wish I could be the bird.”

As you read, you will gain a clearer picture of the protagonist - a lonely woman who has lived inside a big house all her life, but is ready to break free. The hidden messages are meant to hint at the theme while responding to the original story, allowing the players to go beyond what they see. Each item in the rooms serves a purpose. Below are some objects and their symbols:


Inventory System: 

The items that the player gets will be stored in an inventory system. The inventory interface appears on the upper left corner of the screen. Players can collect the items by pressing the "F" key on their keyboard. After the item is collected, it destroys the model and an icon representing the item appears in the inventory panel. You can use an item by left-clicking the icon of the item, and it will automatically disappear from the inventory panel. 

Here are the models from my game:

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The following are screenshots of the overall game world (CW: Some of the images contain blood that may cause discomfort to some viewers).

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