Xinyu Wu
3 year of internship and project experience in UI/UX design. I am familiar with user research methods and tools related to experience design and am committed to becoming an excellent UX designer.
I have a high sensitivity to industry trends and will take the initiative to add new knowledge through multiple ways.
Stay curious about everything, stay progressing.
Personal Website: www.xinyuwu.me
Linked In: www.linkedin.com/in/scott-wu-62701b196
Email: xinyuwu0531@gmail.com
Xinyu Wu, See the World
This project is a game that does not promote competition or confrontation and there is no element of violence. Makes the game more accessible to parents. The ultimate aim is to expose children to foreign cultures (Japanese, British) through a series of games. The game follows a sea captain as he travels the world in search of treasure, experiencing cultures and eventually discovering that the greatest treasure is multiculturalism.
Xinyu Wu, Fantasy City
This project shows my hometown-- Shenzhen, China, where the installation of neon lights on landmark buildings has become popular in recent years. The rapid development of high technology in China is accompanied by environmental problems such as haze, which in some ways fits the cyberpunk profile - a downbeat humanity and environment in the midst of extreme high technology.
Yes, it is a fantasy city, and I envisage a future in which the city is not downbeat, which I define as the primary stage of cyberpunk.
Xinyu Wu, Rock Place Music Festival
The client (the operator) needed a product to provide a service to acquire users. Rock Place focuses on people who love rock music. Rock Place provides a one-stop-shop service for users, including festival information, online ticketing, community networking and ticket trading.
Rock Place is a rock festival information platform for those interested in getting information and trading tickets. It provides comprehensive festival information, online ticketing, community networking and ticket deals. Although it is a student project, it contains a complete design process and my design thinking in it.
Xinyu Wu, VR Experience: Indonesia ghost story
The project is a VR experience-based horror game. Presented at Monash University Library, it was first communicated to the client by the design team. The project lasted 3 months and I was responsible for the pre-documentation, story flow design, 3D (C4D) of some scenes and implementing an interactive VR prototype using Aframe technology.
The Sundel Bolong character, from the film of the same name, is a female ghost who is a household name in Indonesia, and Alisa, having suffered injustice, kills herself and turns into a female ghost to take revenge on people. In the end, she disappears thanks to a special Indonesian martial art (similar to the art of warding off evil spirits) and the penance of her husband.
The team decided to recreate the classic footage of the film with an interactive VR game to immerse the player and understand the story of the film.