ENVIRONMENT / VFX / MOTION

Kiln People Revelations

A stylized game-art collection spanning levels, combat effects, card motion, and interface animation.

  • Technical Art
  • Level Design
  • Real-time VFX
  • Tools & Implementation
Kiln People Revelations hero artwork

GAME SHOWCASE

Watch the trailer, then wishlist it on Steam.

TITLE MOTION / TRANSITION

Open Animation

A graphic opening sequence establishes the project tone through fractured shapes, typography, and controlled reveals. Play the full 30-second opening cinematic (English build) right here.

Stylized action montage — sword-slash trails and particle smoke, from the PV.

CONCEPT / CHARACTER ART / RIGGED 3D / VFX

Character & Enemy Design

Protagonist 42 — a broken-mask puppet boy in a Pinocchio costume — and the enemies of the show. Each character below pairs its rigged in-engine model (switch the real game animations) with its attack design; enemy radar charts are redrawn from the design doc, normal vs elite. The VFX reel is captured straight from the game, and the combat-pacing curve at the very end is the redrawn rhythm plan every encounter was tuned against.

In-game combat VFX — muzzle flashes, explosion burst and melee slash arcs.

Combat pacing plan — interactive

Intensity peaks at the perfect-dodge charge.

0255075100StartExploreCombat triggerFirst clashPerfect dodgeVictoryClue bonusNext

Redrawn from the design doc: intensity rises through exploration, peaks at the perfect-dodge charge, settles after victory, and bumps again on the key-clue bonus.

42

A broken-mask puppet boy in a Pinocchio costume.

CAST — PICK A CHARACTER

42 — protagonist rig

42

PROTAGONIST / SWORD COMBO

The show's star Kiln Person. An 81-bone rig with the full sword moveset baked from Unity — idle, run, dash and the four-hit combo chain.

Combo: 4-hit chain, damage 10 × 1.5^(n-1)101522.533.75heavy strike ×3

Dash — perfect dodges charge energy

50 HP15% crit1 dodgeenergy starts at 0
Protagonist 42 character sheet: render, turnaround and weapon exploration
Protagonist 42 character sheet: render, turnaround and weapon exploration
Enemy concepts: Mask Painter, Joker and Toy Soldier
Enemy concepts — Mask Painter · Joker · Toy Soldier.
Procedural card animation — in-game motion

CARD ART / SYSTEM

Card System Design

The card deck is the story: from thumbnail sketches to the final red-and-black set, each face of 2-10 and J/Q/K/A encodes an event of the show's hidden narrative. Hover the cards below for the holographic tilt, then grab one and throw it around — the web cards replicate the game's Unity CardVisual component (hover scale, velocity-based follow rotation, springy return).

Each card face encodes an event of the show's hidden narrative.

Card system ideation sheet
Process — deck ideation, dozens of thumbnail sketches.
Hover feedback — scale punch and cursor tilt, from the game's CardVisual component (DOTween).
Drag and throw — the card follows with velocity-based rotation.
Auto-arranging the hand after a play.
Battle arena 1 — final lit shot

LEVEL DESIGN / LIGHTING / POST

Level Design & Lighting

From isometric layout concepts and a whitebox pass to the final lit scenes — narrative environments use staged lighting to guide the player, while combat spaces rely on high-contrast glowing landmarks to mark the action zones. Drag each slider below to compare raw materials against the post-processed final.

Dressing room isometric layout concept
Layout concept — dressing room.
Lounge isometric layout concept
Layout concept — lounge.

Title / Ending Shrine — drag to compare

Materials
Final
Materials
Final

Level 0 — Dressing Room

Materials
Final
Materials
Final

Level 1 — Lounge

Materials
Final
Materials
Final

Battle Arena 1

Materials
Final
Materials
Final

Battle Arena 2

Materials
Final
Materials
Final
Kiln People animated achievement interface

INTERFACE MOTION / REWARD FEEDBACK

UI Animation

The game's 2D visual language and the systems that drive it: the Visual Elements sheet collects card-suit motifs, in-game newspapers and diegetic props; the design sheet defines HUD, dialogue and inspect panels. Below them, the PlayMaker FSMs that actually run the interface — button hover/click states, the newspaper pickup and cutscene control — captured from the working Unity project.

Visual elements design sheet
Visual elements — card-suit motifs, in-game newspapers and diegetic UI props, from the original design sheet.
UI design sheet
HUD, dialogue and inspect-panel design sheet.
Combat HUD during a playtest
Combat HUD read in the actual game view.
PlayMaker FSM: newspaper interaction
PlayMaker FSM — the newspaper pickup: activate panel, animator bool and sound.
PlayMaker FSM: title-menu buttons
PlayMaker at runtime — title-menu button states: pointer enter / exit / click.
PlayMaker FSM: weapon cutscene
PlayMaker cutscene control — the weapon-acquired sequence: wait, play, dialogue, close.

IN-GAME / 1920PX

Screenshots

Raw in-game captures from the current build — levels, combat, dialogue and interface in context.

Kiln People Revelations in-game screenshot
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More Game Art

// MAKING THINGS WEIRD AND WONDERFUL

YUCHEN HU.

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