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Start Date: Spring 2024 - present.

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Type: Game Project

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Role: Assistant Producer, UI/UX Designer

Introduction

    Phoskia is a 2.5D game that combines strategic and action elements, following the coming-of-age journey of Egbert, the heir to the kingdom of Vespatia. Players will accompany the protagonist, Egbert, in his exploration of a vast land, leading an army against dark forces while unveiling the secrets that shroud the kingdom.

Platform: PC/Windows

Genre: RPG, Adventure, Visual Novel

Player: Singer Player

View: Side Scroller​

Personal Contribution

Concept Desgin

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Level Desgin

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UI/UX Design

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Coding/Blueprint

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    This is a side project I’ve been working on with friends, and we’re planning to take it to the next level by commercializing it. We’re aiming to showcase the game demo at the Steam Next Fest in March next year and release the full version sometime later in the year.

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    Our team consists entirely of international students from China, so the game development process has been conducted in Chinese. Once the demo is complete, we’ll start working on localization for English version.

Development Process

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    The game features an HD-2D art style inspired by Octopath Traveler, combining retro and fantasy visuals. Detailed environments and dynamic lighting effects create an immersive atmosphere, allowing players to experience diverse terrains, from bloody battlefields to kingdom ruins.

    We're currently in the phase of refining all the game mechanics and building levels.

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    On the UI side, I’m currently focused on creating the necessary widget blueprints directly within the engine. Our game requires a variety of UI systems, including basics like health and mana bars, as well as more complex features like equipment and skills, NPC dialogues, main story, quests and more. Right now, my priority is building out these features to ensure everything functions as intended.

    Early UI design samples.

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UI Iteration

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Designed posters and icons for Steam store using one of the main character - Sephania.

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        The game is still in active development, we weren’t focused on making a big profit; we just wanted to experience indie game development firsthand. Because we believed that if you never take that first step, you’ll never get anywhere :)

    From a team management and development perspective, I set up the Trello board to help the team stay organized and regularly tracked our progress. I also took the lead in designing and drafting the initial game design documentation.

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