Context
ZenGarden is my Bachelor's in Art degree project: a video game where players build their own personalized gardens. Through planting flowers, arranging trees, and utilizing terraforming tools, they can create unique landscapes to share with others via the in-game camera and a central picture album, thus encouraging community and creative expression
Subject & Theme
As this is a project made by a single person, I had to wear multiple hats, as game designer, level designer, 3D artist, programmer and UX/UI designer.

As the sparking idea, I draw inspiration from one of the roles of Art, that of making us feeling better and filling up our monotonous life with nice moments.

I looked at the games that initiated my desire to work in the GameDev industry, including Stardew Valley, Minecraft, Animal Crossing NH, and realized that my favorite types of games include sandbox and nature theamed games. So my desire was to make a simillar game, one that allows the player to build stuff in nature. The name "ZenGarden" came to my mind as the perfect title for this game, name that stuck for the whole duration of development.

The game definition sounded like this "ZenGarden is a soothing game designed to help players unwind and relax after a long day at work or school."

Once I had a direction for my game, I started to think about its features. In ZenGarden, players create stunning gardens by planting a variety of flora and utilizing terraforming tools. The game features an economy fueled by the plants you cultivate. Additionally, players can share their design ideas, fostering a vibrant community centered around creativity and gardening.

The target audience for ZenGarden can be divided into two key player motivations: 
   1.Creativity and Design: Players are encouraged to unleash their creativity by crafting cozy, personalized gardens.
   2.Social and Community: The game fosters connections, allowing players to share their designs and experiences, promoting a sense of relaxation and community.

As this project serves as a demonstration of my Bachelor’s degree work, ZenGarden will be offered as a free demo.

With my artistic education as a foundation, I intentionally crafted the graphics of ZenGarden using stylized shaders, assets, and textures. The resulting warm, natural, and earthy colors contribute significantly to the game's soothing atmosphere.
Game Design
With these considerations in mind, I formalized the game's mechanics through a design document, establishing a simple yet compelling game loop: players plant flowers, which generate sun used to buy even more flowers.
Beyond the core gameplay loop, ZenGarden features a meta game: picture mode. After earning enough sun, players unlock a virtual camera to capture and share their island designs. A limitation of camera mode is that the album is stored locally for the FPP, future updates paving the way for online sharing.
To ensure focus and quality, I deliberately limited the number of core mechanics within ZenGarden. These key elements, along with their associated game features, are as follows:
   •Movement - player
   •Building - shop
   •Sun production - sun (as currency), plants (as producers), helper (NPC)
   •Taking pictures - camera (with tweakable parameters)
   •Irrigation - water
Prototype
Following advice to prioritize core functionality, I began by implementing essential mechanics in a simplified state, allowing me to focus solely on ensuring they worked cohesively. This initial phase involved establishing a clear set of objectives for the prototype:
   •Sun Production
   •Plant Placement
   •Plant Removal
   •Day/Night Cycle
   •NPC Helper Integration
   •Irrigation System

For the First Playable Prototype, I aimed to better integrate the camera into the gameplay loop, positioning it as a rewarding end-game activity that drives the meta-game experience. Key features included:
   •Ability to charge the camera
   •Post processing effects settings
   •Local picture album

For a more detailed overview of the prototype, please watch this video:
Prototype video (YouTube)
Level Design
Level design was paramount to this project as my goal was to create a world not just as a game environment, but as a versatile canvas. To ensure the meta game remained engaging, I knew a uniform or repetitive landscape wouldn't suffice.

The core philosophy of ZenGarden draws deeply from Japanese culture, which profoundly shaped the island’s design. Inspired by traditional Japanese gardens, a direct influence reflected in the game's title, I incorporated motifs and principles from this rich artistic heritage.

The entire game unfolds within a limited setting: a collection of islands echoing the Japanese creation myth, where an archipelago emerged from the sea.
The complex is built according to the plans of a feudal Japanese city, with the central island flanked by land formations and featuring the largest tree in the game's universe in the background.

The central tree functions as an axis mundi, around which all other islands float. It can be likened to Yggdrasil, the tree from Norse mythology, whose role is to host the 9 worlds on its branches.

The tree also implies the positioning of the landmasses around a central point opens the door to a dynamic composition, around which players can rotate. The motivation behind this composition is that when people share their island with other players through the photography system, they’ll have more focal points for framing images. It also encourages diverse photographs from as many angles as possible. The complex of islands even offers a mini-cave for added variety.
Throughout ZenGarden’s landscape, subtle motifs derived from Japanese geomancy can be observed, reflecting a deep connection to cultural traditions. The river flows northeastward from the base of the central tree, descending towards the southwest, a sign of good luck in Japanese mithollogy.

While initially following a predetermined path, players possess the power to reshape its course, utilizing terrain manipulation tools to realize their own artistic visions. The world is constructed using hexagonal tiles representing earth or water, allowing for customizable garden layouts. Three trees of varying sizes are placed at the outset, echoing the significance of the number 3. The triad aids to the formation of a dynamic composition, as it is usual to use different sized elements.

The hexagon itself serves as a central motif throughout the graphics, shaping both the islands and the plants, a visual embodiment of the interplay between organic forms and mathematical precision. Japanese aesthetics favor contrast, and the hexagon embodies this principle, existing on the boundary between natural and mathematical order. Its unique ability to tessellate, cover a flat surface without gaps, distinguishes it from circles or pentagons, while its efficient perimeter-to-area ratio contributes to structural integrity, explaining why hexagonal patterns appear spontaneously in nature: from honeycombs and snowflakes to basalt formations.

This inherent characteristics led to the widespread use of hexagons for texturing within ZenGarden. When three-dimensional forms were required, the dodecahedron, a shape composed of twelve pentagons, was employed, acknowledging that solely using hexagons makes it impossible to construct complete 3D objects. The scattered stones across the map are themselves stylized dodecahedra, often exhibiting subtle deformations that add character and visual interest.
ZenGarden features a day/night cycle designed to showcase the island complex in a range of captivating lighting conditions. Players can witness breathtaking sunrises, where warm light gradually illuminates the landscape, or experience tranquil nights, which darken the environment and cast a cool glow.

First Playable Prototype

Limitations
   •The game currently features a limited selection of plant types and terraforming tools
   •The economic system is relatively simple and lacks depth
Future
The FPP can be continuously developed by addressing its limitations through additions like more plant types and an enhanced terraforming system. Some potential ideas—though not limited to these—include:
   •allowing players to control the height of individual tiles
   •enabling players to spawn tiles outside the construction zone