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Unwaking is a short-form interactive vignette where you inhabit a weary soul wandering through a monochromatic world of layered ink and manga frames, and searching for meanings for their own existence. 

A class stemmed project in CTIN-534 at USC, 2025.

  • Genre: Experiemental Interactive Fiction

  • Roles: Designer, Artist (Team size: 2)

  • Built in Unity.

Key Features

  • Inhabit a Living Manga.

    Navigate through a world rendered in stark, high-contrast ink and layered 2D frames that bleed into one another.

  • Shift Your Perspective. 

    Transition seamlessly from a distant, voyeuristic point-and-click observer to the first-person eyes of a soul drifting through a paper-thin reality.

  • Seek a Final Rest.

    Experience a compact, 3-minute existential journey designed to be played in a single, quiet sitting.

Processes & Decisions

  • Origin & Purpose
    Unwaking began as an experiment: can a short vignette make players feel like they’re wandering inside manga frames — drifting between 2D and 3D as if the page itself is a navigable world? The goal was to explore transitions as meaning, not just as a visual trick: switching dimensions becomes a way to express memory gaps and emotional distance.

  • Design Thinking
    I designed the experience around framing. Each “panel” is both composition and navigation rule: what you can see becomes what you can reach. I worked backward from the feeling (quiet, suspended, slightly unreal) and built the pacing around short beats: enter frame → read the space → cross the boundary → arrive in a new interpretation of the same moment. The key design constraint was clarity: the player should always understand where to look next, even when the world shifts.

  • Difficulties Encountered

    • Players may not immediately understand how 2D/3D transitions work.

    • Risk of the gimmick overshadowing emotional intent.

    • Camera and depth readability can break quickly with small layout changes.

  • Proposed / Next Solutions

    • Introduce a “first transition tutorial moment” that is diegetic (a panel edge that visually invites crossing).

    • Add consistent transition language (same sound cue + same edge treatment) so players learn the rule once.

    • Build a small set of composition templates (wide panel / close-up / corridor frame) to stabilize readability across scenes.

Credits & Disclaimer

  • Sound Effects: Various sound effects sourced from free online libraries (Freesound); used for non-commercial / educational purposes.

  • Music: Music generated with AI tools Suno, edited and arranged by Yanran.

  • Art & Assets: Some 3D assets are from paid asset packs from Unity Store. No ownership is claimed over these assets; they are used for non-commercial / educational purposes.

  • All third-party assets remain the property of their original creators. If you recognize your work and would like explicit credit or removal, please contact the author.

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