Jingyi Li





Hi, I’m Jingyi — a product designer and storyteller. Whether I’m composing a VR narrative or engineering a rehabilitation device, my goal is the same: to create resonant interactions that improve how we live, feel, and heal.

                Click HERE to view my CV

Steam Link: https://store.steampowered.com/app/2568060/VR/
Rendered images, actual device screenshots 








Formation of Ideas

I've noticed that many students today harbor a strong desire to “reach the shore.” Perhaps they believe getting into Tsinghua means reaching the shore, or landing a good job after graduation signifies reaching the shore. Yet in the course of studying and working, they often discover that troubles and difficulties persist. In the vast cosmos of life, there is no true “reaching the shore.” It's more like continuously setting off and arriving in the interstellar space, time and again plunging into the ocean of the cosmos to embark on new drifts and challenges. The game's narrative draws inspiration from schoolmates, where players strive to reach the destination “Interstellar Shore.” Yet upon arrival, they discover the other shore is void.

It's called the Life Enlightenment Project because the exploration of “Interstellar Shore” pertains to a somewhat niche field—life intelligence. If a being possesses memory, decision-making, and a cognitive framework yet is fundamentally dead, does that life still exist? This question manifests in the game through the uncertain identity of the first-person “I”—it could be artificial intelligence, a machine, or even human. So, is the player truly intelligent or alive? Centered on this theme, we designed eight levels, leaving the answers to this “enlightenment” for players to discover themselves.



Storyboard Production



Constrained by our team's art resources and budget limitations, we began exploring AI-generated content (AIGC) to enhance our creative process during storyboard development. The core workflow is as follows:
Script text → Sketches → Generate preliminary effects using style-specific LORA models in Stable Diffusion → Discuss and finalize the chosen outcome.


Development



Based on the script, I designed the story to unfold across eight distinctively styled scenes, showcasing an imaginative universe. Each of the eight levels features corresponding gameplay mechanics and player interaction methods. Leveraging VR's immersive qualities—distinct from PC gaming—I explored more engaging gameplay concepts. 

Some gameplay elements include: - Shooting + stroboscopic vibration (shattering asteroids during flight) - Arm swinging (climbing stairs) - Palms pressed together in a diamond shape (activating devices) - Jetpack-like movement for displacement - Grasping (simulating fruit picking) I envision the most captivating parts of the interactive visuals becoming truly “interactive”—this is what makes the experience immersive beyond mere sight.
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