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「看不见的线」毕业生专访|Lucas:把成长经历做成一场可以被“游玩”的故事

2026-06-12 08:47发布于广东

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游戏里的人物,会沿着清晰的经验条不断升级。


但现实里的成长,从来没有明确的进度条。


它可能只是一次鼓起勇气的主动开口,一段不期而遇的友谊,或者某个平凡的午后突然发现——原来自己已经走了这么远。


在本届「看不见的线」毕业展中,Lucas选择用游戏设计的方式,把自己的成长经历重新变成一场可以被“游玩”的故事。


比起构建一个天马行空的虚构世界,他更想把真实经历过的情绪、关系与改变,放进游戏里


因为在他看来,真实发生过的事情,本身就已经足够打动人。

Lucas 张同学

 本科录取院校

伦敦艺术大学

金士顿大学

提赛德大学

诺丁汉特伦特大学

伯恩茅斯艺术大学

三个关于“人与世界”的游戏项目


在本次毕业展中,Lucas带来了三组不同方向的游戏设计作品。


这些作品分别围绕人性、关系、成长与连接展开,也呈现了他对于“游戏如何承载叙事与表达”的不同探索。


01


《Other Self》

自卑内向的少年在生活中备受冷落,意外穿越至平行世界后,结识了热情仗义的牛仔伙伴。在携手寻找回家方法的冒险中,他逐渐摆脱自我怀疑,重拾对生活的渴望,最终蜕变为乐观开朗的少年,也收获了跨越世界的真挚友谊。


02

《Twice Punished》

材料:卡纸,丙烯颜料 / Cardboard, Acrylic paint


这是一款暗黑神学背景的卡牌博弈游戏。玩家需在生态崩溃的边缘维持脆弱的平衡。天使的力量可以任由人类使用,天使是否从信仰沦落为工具;而恶魔则潜伏于人群,诱发人心的猜忌与贪婪。


游戏的核心不在于神力的对决,而在于当生存资源匮乏时,玩家是否愿意牺牲无辜同伴,从而深刻剖析人性在极端下的异化与崩塌。


03

《Bound By The Fall》

材料:卡纸 / Cardboard

在引力潮汐肆虐的异星上,栖息于森林的亚人与在荒漠生存的亚人曾视彼此为死敌。他们信仰不同,思想不同。然而,当吞噬星球的外星生命降临,两个部落被迫打破千年的隔阂。


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Characters in games level up through clear experience bars.


But growth in real life rarely comes with a visible progress indicator.


Sometimes it is simply the courage to speak first, an unexpected friendship, or a quiet afternoon when you suddenly realise just how far you have already come.


For this year’s The Invisible Thread Graduation Exhibition, Lucas chose to transform his own experiences of growing up into a story that can be “played” through game design.


Rather than constructing a wildly imaginative fictional world, he wanted to place real emotions, relationships and personal changes into the game itself.


Because to him, things that truly happened are already powerful enough to move people.

Lucas 

 本科录取院校

University of the Arts London

Kingston University

Teesside University

Nottingham Trent University

Arts University Bournemouth


三个关于“人与世界”的游戏项目


For this graduation exhibition, Lucas presented three game design projects developed from different perspectives.


Together, these works explore themes of humanity, relationships, growth and connection, while reflecting his ongoing interest in how games can carry narrative and emotional expression.


01


《Other Self》

A shy and insecure teenager, long treated as an outcast in his daily life, is unexpectedly transported to a parallel world where he befriends a spirited and chivalrous cowboy. Through their shared adventure to find a way home, he gradually sheds his self-doubt and rekindles his desire for life. In the end, he transforms into a more optimistic and open-hearted young man, while also gaining a sincere friendship that transcends worlds.


02

《Twice Punished》

Medium: Cardboard, Acrylic Paint


This is a card-based strategy game set against a backdrop of dark theology. Players must maintain a fragile balance on the brink of ecological collapse. The power of Angels is freely wielded by humans, raising the question of whether these divine beings have fallen from objects of faith into mere tools. Meanwhile, Demons lurk among the crowd, provoking suspicion and greed.


The core of the game lies not in a contest of divine powers, but in whether players are willing to sacrifice innocent companions when resources become scarce — revealing the distortion and collapse of human nature under extreme circumstances.


03

《Bound By The Fall》

Medium: Cardboard


On an alien planet ravaged by gravitational tides, the forest-dwelling sub-humans and their desert-surviving counterparts once regarded each other as mortal enemies. They held different beliefs and opposing worldviews. However, when extraterrestrial lifeforms threatening to consume the planet descend upon them, the two tribes are forced to break a thousand-year divide.





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《Other Self》|把成长经历做成一场可以被 “游玩” 的故事


《Other Self》是 Lucas 在本次毕业展中的重点作品。灵感来源于他自己的真实成长经历


他尝试通过游戏叙事与互动设计,将 “连接、改变与自我” 这些原本抽象的感受,变成一个可以被体验的成长故事。

“对我来说,讲述亲身经历的故事比编造故事要来得真实感人。”

所以在最开始构思作品时,Lucas 并没有选择复杂的世界观设定,而是把自己的成长经历重新转化成了游戏叙事。


这个故事讲述了他如何因为认识不同的朋友和老师,慢慢从一个内向的人,变成现在更愿意表达自己的人。


《Other Self》没有采用传统的打怪升级模式。相比 “通关”,它更像是在记录一段真实发生过的成长轨迹


随着剧情推进、角色互动与地图探索,玩家像是慢慢走进了少年的内心世界。那些原本难以描述的情绪与改变,也在游戏中一点点变得具体。


他最想让观众在游玩的过程中,真正感受到主角的变化。而这种变化,本身就是他亲身走过的路。

为了完成这件作品,Lucas 第一次系统接触了 RPG Maker 等游戏制作工具。从角色设计、地图编辑到基础编程,几乎所有内容都在不断修改中完成。

“角色设计会改,地图会改,很多东西都会一直改。”

对他来说,创作过程中印象最深的,反而是这段从零开始学习全新工具的经历


也是在这个过程中,他第一次真正理解了一个游戏从无到有是怎么被做出来的


“当我看到角色终于可以自由行动,我可以随便操作他去到我想去的地方,在那一瞬间,我觉得我的游戏快成功了。”

只是一个角色能动起来,但对他来说,这就是作品 “活过来” 的时刻。


而这个角色本身,也带着他的影子。外貌、神情、状态,都以他自己为素材创作。






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Other Self | Turning Personal Growth into a Story You Can Play


Other Self is Lucas’s featured project in this year’s graduation exhibition, inspired by his own real experiences growing up.


Through narrative and interactive game design, he attempts to transform ideas of “connection, change and self” into a coming-of-age story that players can personally experience.

“For me, telling a story based on real experiences feels more genuine and moving than inventing one.”

From the very beginning, Lucas chose not to build a complicated fictional universe. Instead, he transformed his own experiences into the foundation of the game’s narrative.


The story follows how meeting different friends and teachers gradually helped him grow from someone introverted into someone more willing to express himself.


Unlike traditional role-playing games centred on combat and levelling up, Other Self feels less like a game to “complete” and more like a record of real personal growth.

As the story unfolds through character interaction and map exploration, players slowly enter the protagonist’s inner world. Emotions and changes that are often difficult to describe gradually become tangible within the game.


What Lucas hopes players feel most is the protagonist’s transformation throughout the journey — a transformation that reflects his own lived experience.

To complete the project, Lucas taught himself RPG Maker and other game development tools for the first time. Character design, map building and basic programming all went through constant revision.

“The character design changed, the maps changed — almost everything kept changing.”

For him, one of the most memorable parts of the process was learning entirely new creative tools from scratch.


It was also through this experience that he truly understood, for the first time, how a game is built from nothing.

“When I saw the character finally moving freely, and I could control him to go wherever I wanted, that was the moment I felt the game was finally becoming real.”


It was only a moving character on a screen, but to Lucas, that was the moment the project truly came alive.


And the character itself carries traces of him. Its appearance, expressions and emotional state were all created using himself as reference.








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从 “想做游戏” 到 “想表达什么”


这一年里,Lucas 最大的变化不是技术,而是对 “创作” 这件事的理解

“以前会觉得创作就是做自己想做的东西。后来慢慢发现,一个作品更重要的是你想表达什么,你想让观众感受到什么。我不是为了创作而创作,而是为了表达而创作。”


游戏对他来说,不只是娱乐,更像是一种能够让人进入另一个人世界里的方式。


随着游戏推进,角色状态、地图互动与人物关系不断变化,而这些变化,其实也对应着他自己的成长过程。


他相信 AI 可以生成故事,但无法替代真实经历带来的情感。

“AI 可以随便编造这些人,但它没办法替代我和观众之间的共鸣。我相信一定有人经历过类似的事情,所以这种共鸣是无法被替代的。”

屏幕之外,仍在成长




在《Other Self》里,主角最终找到了回家的方向。

而对 Lucas 来说,这场关于 “寻找” 的旅程,其实也贯穿在整个创作过程里。


从最开始的构思,到一次次修改角色、地图与剧情,再到角色第一次真正 “动起来” 的瞬间,他也在不断重新理解自己想表达什么,以及自己想成为怎样的人。


那些关于连接、改变与成长的内容,不只存在于游戏里,也真实发生在他的生活中。

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从 “想做游戏” 到 “想表达什么”


这一年里,Lucas 最大的变化不是技术,而是对 “创作” 这件事的理解。

“以前会觉得创作就是做自己想做的东西。后来慢慢发现,一个作品更重要的是你想表达什么,你想让观众感受到什么。我不是为了创作而创作,而是为了表达而创作。”


游戏对他来说,不只是娱乐,更像是一种能够让人进入另一个人世界里的方式。


随着游戏推进,角色状态、地图互动与人物关系不断变化,而这些变化,其实也对应着他自己的成长过程。


他相信 AI 可以生成故事,但无法替代真实经历带来的情感。

“AI 可以随便编造这些人,但它没办法替代我和观众之间的共鸣。我相信一定有人经历过类似的事情,所以这种共鸣是无法被替代的。”

Beyond the Screen, Still Becoming


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In Other Self, the protagonist eventually finds his way home.


For Lucas, however, this journey of “searching” also ran throughout the entire creative process.


From the earliest concepts, to repeatedly revising characters, maps and storylines, to finally watching the character move for the first time, he was also gradually learning what he truly wanted to express — and who he wanted to become.


The themes of connection, change and growth exist not only inside the game, but also within his own life.


声明:本文内容为国际教育号作者发布,不代表国际教育网的观点和立场,本平台仅提供信息存储服务。

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