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Heart Divide

Department of Digital Media Design, Asia University

形象圖

四點設計 Contact to Heart Divide for cooperation

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♡Heart Divide♡
•This is a story-driven puzzle game that focuses on DID.
•The story mainly revolves around the protagonist, Cheng Ling, who seeks help from a doctor because she doesn't understand herself. The doctor decides to hypnotize Cheng Ling to allow her to enter her inner world.
•The entire world will be presented as a building, with each floor representing a different character(alternative personalities). Players will explore the relationships between these characters and Cheng Ling on each floor.
• Finally, players will experience and recall past events with the protagonist and help Cheng Ling complete what she didn't finish.

This is the main interface of our game; the characters, background, and buttons all move. The book in the middle is the inventory, and the bookmarks above it are item blueprints. The top left corner is the character switching interface, which can only be obtained by clearing the When the health bar in the top left corner drops to zero, death will occur. Those emitting a purple glow are monsters; the monsters on each floor are different, and encountering them will cause you to lose health. We created transition animations for each floor. Each item will elicit different reactions in different dialogues, and the same thing will happen when different characters talk to it.

Mystic Wildcat Trails

Bachelor Program in Digtal Marketing Design, Ming Chi University of Technology

The local natural landscapes and tea crops in Maokong, Taiwan, are rich in history, but few people know about them. We hope to start from the parent-child side, using experiential design as a starting point, combining local culture to form a sustainable cycle and pass on the spirit with it. The team focuses on the "Maokong" area of Muzha in Wenshan District, Taipei City, focusing on local cultural experiences, understanding of historical information, and understanding of local characteristics such as tea and flowers. With Maokong's century-old tea industry and history and culture as the main axis, it combines camellia imagery and puzzle-solving gameplay to transform it into an interactive design that "deepens local cultural connections" to create a board game experience that is both entertaining and educational. Its originality is reflected in transforming Maokong's local elements into a complete game worldview, making abstract cultural knowledge concrete and interesting through card design and game mechanics.

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