Digital Art
Illustrations for fun
Pocket Studio App
2025 • Infinite zoom journaling app
Let Me Go
2024 • Dance concept short film
Ashes Anew
2025 • Fiat Ludum Game Jam
Licensing Expo Shanghai
2025 • Booth signage & branding
CNH KIWIN'S
2022 • Editorials & art direction
Fiat Ludum Game Jam
Art Direction, Illustration, Game Design
Art Direction, Illustration, Game Design
2025
2025



OVERVIEW
A 2D game themed around rebirth
A 2D game themed around rebirth
Players control the wind through mouse-drag mechanics to guide feathers and ashes across puzzle-based maps, eventually restoring a phoenix at its home tree.
Players control the wind through mouse-drag mechanics to guide feathers and ashes across puzzle-based maps, eventually restoring a phoenix at its home tree.
I led the art direction and designed Ashes Anew's visual systems and maps, ensuring that each environment clearly supported the gameplay puzzle mechanics, musical score, and narrative goals.
I led the art direction and designed Ashes Anew's visual systems and maps, ensuring that each environment clearly supported the gameplay puzzle mechanics, musical score, and narrative goals.
TIMELINE
36 Hour Game Jam
ROLE
UI ARTIST
CONTRIBUTORS
GAME PROGRAMMER
UX/UI DESIGNER
SCORE COMPOSER



IDEATION
We liked the idea of a phoenix rising from the ashes.
During brainstorming, our team first explored a horror concept where players would collect body parts to escape a hostile environment, since that genre was trending at the time.
After realizing the idea was too technically demanding for our timeframe, we pivoted toward a simpler but more original direction. Focusing on the wind as a playable character opened new possibilities for physics-driven puzzles and visual storytelling, allowing us to deliver a complete, polished prototype within the 48-hour window.
IDEATION
We liked the idea of a phoenix rising from the ashes.
During brainstorming, our team first explored a horror concept where players would collect body parts to escape a hostile environment, since that genre was trending at the time.
After realizing the idea was too technically demanding for our timeframe, we pivoted toward a simpler but more original direction. Focusing on the wind as a playable character opened new possibilities for physics-driven puzzles and visual storytelling, allowing us to deliver a complete, polished prototype within the 48-hour window.



Thanks for stopping by — happy exploring!
v2.6.0 Last updated 11/18/25
盧家亨
Thanks for stopping by — happy exploring!
v2.6.0 Last updated 11/18/25
Thanks for stopping by — happy exploring!
v2.6.0 Last updated 11/18/25

