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{Concept}

"Another monotonous day. As a normal office worker in this space age, you turn on your virtual terminal as usual and notice an unfamiliar email. Driven by curiosity, you open the attachment and discover a seed. Thinking it might be a new type of cyber desk pet, you 'plant' it in your computer, awaken a temperamental plant. As you interact more with it, you gradually form a deeper connection, but at the same time, its identity becomes more suspicious..."

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Moreover, throughout the story, players will face a series of moral dilemmas. On one hand, system notifications and news updates in the game suggest the seed's dangerous nature, while on the other hand, the seed gradually shows care and trust towards the player. Players must choose between believing external voices or their own experiences. However, regardless of the choices made, the seed will eventually leave, just like friends in life who cannot stay with us forever.

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Genre: RPG / Rouge -like/ Choice matter/ Simulator/

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Personal contributions : Mechanics design, concept design, modeling, programming, lore writing

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GAME DEMO

Frame 1.png

{Game flow}

{3D Assets Creation}

{3 stages of the seed}

Plant growth paths for one of the good endings

seedloop.gif
plant2adjust.gif
aniseed3.gif

Stage1 - seed

Stage2 - bud

Stage3 - flower

{3D process}

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image 12.png
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{2 pots}

Change as game plot develop

Pot1 - the initial pot

Inspired by the USB Drive, celestial globe and petri dish.
It can be folded into a disc, which is how it was packaged when the player first received the seed

seed+pot 2024 2 3.png
plant pot cl1 2.png

Pot2 - the artificial pot.

The replica made after a traditional Earth Age flowerpot.
By using lots of geometric shapes to emphasize its mechanical feel.
Requires interaction with seeds to obtain

pot2 5.png
pot24 2.png

{3D process}

pot1 blueprint 1.png
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pot2 blueprint 2.png
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{Interface & interaction experience}

Different random events, along with pop-ups and animations centered on graphic design visuals.

the-seed-gif3.gif
the-seedp.gif
the-seed.gif
the-seed-gifsmall.gif

{Asset Iteration & prototype}

Final version

Enhanced the sense of geometry, emphasize the design concept centered on ray elements.

{Interface & interaction experience}

Frame 12.png
gardener game tutorial -08_edited.png

{Bond System}

Favorability system: The "plant's" attitude will trigger different dialogues.

{Notification}

Inspired by computer pop-up windows, I chose to use these prompts to shape 
a high-tech world.

By reading these notice, players can easily piece together clues about the seed's background and make their own guess. At the same time, these randomly appearing pop-up windows imply a system-monitored environment, heightening the player's sense of insecurity and pushing them into moral dilemmas.

{Unity Code}

{Future Plan}

The story will be fully developed into a narrative chain, giving players a richer, more cohesive experience. By filling in the gaps and weaving all events into a complete storyline, I aim to deepen the emotional and thematic resonance of the game, ensuring every twist and choice feels meaningful and impactful.


First, I plan to incorporate more roguelike features to  game mechanics to provide greater variability and replayability. A broader range of events will be introduced, simulating real plant growth and tying into the background lore of the “Federal AI system.” These gardening-related events will involve defending plants from “bugs” and helping them adapt to different climates and weather extremes, mirroring real-world gardening tasks—but in a cyber context. In contrast to these simulation events, narrative events will unfold gradually—from news reports and routine sterilization checks to targeted raids, culminating in a final purge. These darker aspects of the Interstellar Federation both increase player skepticism and add psychological pressure. All events will be designed to interact dynamically, creating various combinations in each playthrough and opening up more possibilities for how the plant evolves.


Second, the seed’s dialogue will be further enriched to forge a stronger emotional bond between the player and the plant. Meanwhile, subtle hints about the plant’s suspicious nature and the broader backstory will emerge through dialogue and unexpected incidents, intensifying the moral dilemma at the game’s conclusion.


Finally, the UI design will be refined to offer a more interactive and immersive “virtual terminal” interface. This terminal will simulate a futuristic computer system, enabling players to engage with the core mechanics while also handling additional tasks, such as managing spreadsheets, submitting work assignments, or even exploring other “software.” These optional activities not only provide alternative ways to play but also feed back into the main mechanics by unlocking items that might prove useful in certain events. For instance, completing “office work” could reward players with nutrient solutions, new pots, or protective shields for the seed. Altogether, these features will help foster a deeper sense of immersion, making the player feel part of a larger, believable world.

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