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Week 9 Devlog|Maze & Character Modelling: Constructing a Dream-Like Exploratory Experience_FanLin

Spatial Design: Maze as Narrative Architecture

This week, I completed the foundational design and modelling of the garden maze, which functions as both a spatial puzzle and a narrative device. Rooted in the story world of MM & NN, the maze represents a shared dreamscape, inhabited by the two protagonists.

Inspired by the architectural logic and spatial surrealism of Monument Valley, the maze incorporates multi-directional sound cues that align with the game’s central theme of auditory hallucinations. These directional sound elements are embedded into the environment, encouraging players to navigate through hearing as much as sight—enhancing immersion through sound-driven spatial orientation.

In Unity, I constructed the maze as a hybrid of castle and temple architecture, blending monumental forms with layered passageways. To emphasize the “dream” and “illusion” themes, I applied a soft, pastel-toned colour palette (light blue, pink, and white) throughout the maze. The overall aesthetic references minimalist architecture with a whimsical atmosphere, reinforcing the narrative’s ethereal quality.

 

Environmental Immersion: World-Building through Visual Framing

To preserve immersion and conceal the technical layout of the Unity scene, I intentionally masked the terrain system and modified the skybox to simulate a floating island suspended in the air. This approach eliminates visible grid structures or map edges, contributing to a sense of spatial detachment from reality.

In the near field, I surrounded the maze with a stylized natural environment that harmonizes with the architecture, serving both as a visual boundary and a compositional frame. These visual layers ensure players remain focused within the intended diegetic space.

Additionally, the maze contains two diverging paths, leading to distinct narrative endings. This design enhances replayability and supports the thematic duality embedded in the MM & NN narrative structure.

Character Modelling: Bringing MM & NN to Life

Parallel to the spatial modelling, I also began implementing the characters MM and NN. Based on previously developed 2D concept sketches, I created their 3D models and imported them into Unity.
Their designs reflect contrasting identities—subtle asymmetries in colour, posture, and silhouette hint at their divergent perspectives within the game’s unfolding story.

 

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