Games Development
Final Submission ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ
Table of Contents
Instructions
- Taylor’s Annual Mental Wellness Campaign 2026 will be held from 12–14 October 2026. This year’s theme, “Where Healing Meets Fun,” aims to destigmatise mental health by engaging people through fun, interactive, and play-based wellness activities.
- You are required to produce a game that will be used for the event, your game should center around these key words: creative expression, gentle and non-verbal, explore and express emotions
Inner Garden
Developed in:
PlayCanvas
Genre:
Interactive / Atmospheric Experience
Platform:
Web
Game Introduction
About the Game
Inner Garden is an interactive atmospheric experience centred around the idea that growth does not always require active effort.
The player enters a floating garden and is encouraged to simply stay within the environment. While they remain there, the garden continues to change through procedural plant generation, plant growth, changing weather, moving clouds and dynamic sky conditions.
Occasionally, a floating envelope enters the garden. The player can interact with it to reveal a randomly selected affirmation before closing the letter and continuing to explore the garden.
The experience is designed around temporary moments. Since the garden can change between sessions, the screenshot feature allows the player to capture and preserve a particular version of their garden before it changes.
Game Features
🌱 Procedural Garden Generation
Each session generates a different combination of plants.
The system randomly selects plant types and assigns them to predefined garden spawn points. This creates variation while maintaining control over the overall composition of the garden.
Development highlight:
- Multiple plant types
- Random plant selection
- Random spawn locations
- Spawn points are only used once
- Different garden compositions between sessions
🌸 Gradual Plant Growth
Plants develop while the player remains in the garden.
The growth system uses timed stages,
allowing plants to transition from smaller
growth stages into more developed forms.
↓
Growing
↓
This supports the game's central idea of
allowing the garden to develop naturally
without requiring constant player
interaction.
☁️ Living Environment
The environment is not static.
Clouds continuously move around the scene while the sky and environmental lighting change over time.
This makes the floating island feel like a small living environment rather than a static 3D scene.
🌦️ Dynamic Weather
Weather changes over time to create different moods within the same garden.
The system includes environmental states such as:
- ☀️ Sunny
- 🌫️ Cloudy
- 🌧️ Rain
- 🌈 Rainbow
The weather system works alongside the sky and lighting systems to change the atmosphere of the garden.
💌 Floating Affirmation Letters
One of the main interactive features is the floating envelope system.
The envelope appears after a random amount of time and flies into the garden. When the player clicks it, an affirmation is displayed.
↓
Envelope arrives
↓
Affirmation appears
↓
The affirmation is randomly selected, meaning the player does not know exactly what message they will receive.
This was designed to make the interaction feel like a small unexpected discovery rather than a conventional UI notification.
📷 Screenshot / Capture Feature
The screenshot feature allows players to capture their current garden as a PNG.
This feature connects directly to the temporary nature of the experience.
The player can preserve a particular arrangement of:
- Plants
- Clouds
- Weather
- Sky
- Garden growth
before the garden changes.
This turns the screenshot into more than a technical feature — it becomes part of the game's concept of appreciating temporary moments.
Development Process
01 Environment Prototype
Started with the floating cloud island and basic environment.
Goal: Establish the visual foundation of the experience.
02 Garden Generation
Introduced plant prefabs and spawn points.
Goal: Make each garden session different.
03 Growth System
Added timed plant growth.
Goal: Allow the garden to develop while the player remains present.
04 Environmental System
Added:
- Dynamic sky
- Lighting
- Cloud movement
- Rain
- Mist
- Rainbow/weather states
Goal: Make the environment feel alive.
05 Interactive Letters
Developed the envelope animation, interaction and affirmation system.
Goal: Add an unexpected personal interaction.
06 Screenshot Feature
Added garden capture functionality.
Goal: Allow players to preserve temporary garden moments.
07 Polish & Debugging
Improved:
- UI visibility
- Envelope animation
- Random timing
- Plant interactions
- Weather presentation
- Screenshot capture
- Visual composition
Goal: Bring the separate systems together into a cohesive final experience.
Development Challenges
Challenge 01 - Repeating Envelope Animation
Problem:
The first envelope appeared
correctly, but subsequent envelopes
did not fly into the scene.
Investigation:
The timer was functioning, but the
envelope's animation state remained
in its previous
"floating"
state.
Solution:
A reset function was implemented to
restore the envelope's position,
rotation and animation state before
each new appearance.
Result:
↓
Reset envelope
↓
Flying
↓
Dropping
↓
Floating
↓
Close
↓
Challenge 02 - Black Screenshot Output
Problem:
The screenshot feature initially
produced a completely black PNG.
Investigation:
The browser console revealed a WebGL
framebuffer issue related to
multisampling.
Solution:
The screenshot capture implementation
was adjusted so the rendered canvas
could be captured correctly.
Result:
The player can now capture the current
garden as a visible PNG.
Challenge 03 - Controlled Randomness
Problem:
Completely random plant positions could
produce visually poor compositions.
Solution:
Predefined spawn points were created,
with the generator randomly selecting
which available points to use and which
plant prefab to place there.
Result:
The garden remains aesthetically
controlled while still being different
between sessions.
Video Presentation
Inner garden is an interactive 3D experience developed in PlayCanvas. The concept is based around creating a temporary floating garden that changes while the player simply remains within the environment.
Feedback
- Mr Ronald showed me 3 different games that are similar to my ideas which I can reference and try to understand what there is in the market
- He mentioned to not worry about the skillset and limiting my ideas from it, instead I should think big and come out with a good idea first as that is the main priority
- Not using Unity, we are using PlayCanvas
- He preferred the plant idea, and gave suggestion on maybe each different mood plant can have different ways of nurturing them, and players would have to go through different steps to grow the plant
- Red anger plant could be fiesty, maybe we could sing to calm it down? More water, more patience, and understanding (reflect irl)
- Mr Ronald mentioned that our idea could be hard to do as its a memory game and it takes a lot of effort and time (and a big team) to make sure that all browsers save the game progress
- He recommended to keep the current concept but turn it into a one time game like it refreshes the next time you play it
- He also gave us the idea where at the ending screen, we could write "take a screenshot, your pot will be gone right after". This kind of reflects on the fact people should appreciate the moment as changes can happen anytime


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