Music video / Commercial collaboration

Poisonous Mushrooms

From music narrative to an extended game world

Poisonous Mushrooms is artist Deng Zexi’s first official music video. An office girl accidentally enters a game world; the lyrics become game levels, classical paintings are reinterpreted, and an interactive campaign extends the narrative.

My work covers early creative planning, scenes and storyboards, mini-game mechanics and visual assets, with participation in colour grading and visual consistency.

Watch the full MV ↗
My contribution
Early concept, environments, and storyboards; promotional mini-game gameplay and assets; contribution to grading and visual consistency
Project stage
Music video released; this case documents my contributions
01 / CREATIVE STRATEGY

From office girl to mushroom witch

The artist’s workplace persona and the song’s narrative establish the office girl as the starting point. Her transformation into a mushroom witch sets a visual tone that is psychedelic, absurd, and rebellious.

Game-based MV × reinterpreted art × promotional mini-game

01 / Game-based storytelling

Real-world conflicts in the lyrics become game levels. Different genres and rules guide the character from office girl to mushroom witch.

Character loading
Forest platformer
Chessboard combat
Dialogue challenge

02 / Reinterpreting classical art

Recognisable artworks are reinterpreted through composition, characters, and symbols, giving pivotal moments of transformation an emotional and contemporary context.

The Birth of Venus
The Creation of Adam
The Last Supper
Liberty Leading the People

03 / Interactive campaign

Characters, environments, and symbols extend into a lightweight Douyin effects mini-game. Racing, mushroom obstacles, and achievement feedback shift the viewer into a participant and reuse the MV’s visual world.

Mushroom avoidance game
Reference: racing game
Reference: chase game
02 / FULL MV NARRATIVE

Eight scenes trace the transformation

The office girl’s journey connects the real office, game loading, mushroom forest, rule-based conflict, and reinterpreted paintings. Exploration and resistance lead to the mushroom witch persona before returning to the office to close the narrative loop.

  1. 01 Opening · uncanny office

    Mechanical office routines establish the initial character. Repetition and strange spaces foreshadow a reality beginning to distort.

  2. 02 Entry · game world

    An unexpected game interface appears on the computer, pulling the character into a mushroom world where reality and virtual space intertwine.

  3. 03 Exploration · mushroom forest

    Exploration, jumping, and challenges introduce the rules of the mushroom forest.

  4. 04 Conflict · distorted rules

    Workplace hierarchies become chessboard and boss rules. Recognising their absurdity, the character moves from acceptance to resistance.

  5. 05 Awakening · birth of the witch

    Challenges lead to an identity upgrade: the office girl becomes an increasingly autonomous mushroom witch.

  6. 06 Resistance · dialogue and discipline

    Choices and rebuttals respond to outside pressure and social discipline, establishing a clearer personal position.

  7. 07 Agency · mushroom world

    The player becomes a leader of the mushroom world, redefining rules and choosing her own direction.

  8. 08 Return · real office

    The office appears to return to normal, but the character comes back with a changed identity and awareness.

03 / STORYBOARD TO FINAL FRAME

My storyboards alongside the final film

Birth of the witch in the final music video
Open on Bilibili ↗
01

Uncanny office

Storyboard drawing
Final frame
Scene
The artist looks into the camera
Shot
Medium close-up
Lighting
Cool overhead side light
Camera
Eye level, slightly to one side
Composition
Foreground occlusion
Purpose
Sense of unease
02

The mushroom boss

Storyboard drawing
Final frame
Scene
The mushroom boss appears
Shot
Medium shot
Lighting
Cool overhead light
Camera
Low angle
Composition
Central symmetry
Purpose
Authority and pressure
03

Chessboard combat

Storyboard drawing
Final frame
Scene
Fighting mushroom pieces
Shot
Medium shot
Lighting
Cool ambient light
Camera
Eye level
Composition
Foreground leading lines
Purpose
Active resistance
04

The mushroom shatters

Storyboard drawing
Final frame
Scene
Shattering a mushroom piece
Shot
Close-up
Lighting
Cool flash
Camera
Low angle
Composition
Central impact
Purpose
Emphasise the counterattack
05

Birth of the witch

Storyboard drawing
Final frame
Scene
Appearing in a shell
Shot
Wide shot
Lighting
Soft cool light
Camera
Eye level
Composition
Central symmetry
Purpose
Identity awakening
06

Mushroom banquet

Storyboard drawing
Final frame
Scene
Mushrooms converse around a table
Shot
Wide shot
Lighting
Soft high-key light
Camera
Eye level
Composition
Horizontal ensemble
Purpose
Pressure within relationships
07

Livestream dialogue

Storyboard drawing
Final frame
Scene
Responding to family questioning
Shot
Medium close-up
Lighting
Soft front light
Camera
Frontal eye level
Composition
Central composition
Purpose
Family discipline
08

Leading the mushrooms

Storyboard drawing
Final frame
Scene
The witch leads the procession
Shot
Wide shot
Lighting
Front and overhead side light
Camera
Low angle
Composition
Triangular composition
Purpose
Agency and leadership
04 / GAME LOADING SCREEN DESIGN

Game entry, character selection & world map

Three core scenes extend the narrative: game entry, character selection, and world map. Digital painting, image reconstruction, and generative tools assist scene development; Photoshop and Procreate refine composition, character consistency, materials, and details.

01 / Game entry

The mushroom forest and start interface create the first visual gateway from the office into fantasy.

02 / Character selection

Costumes, poses, and visual elements express the growth from office girl to mushroom witch.

03 / World map

Connected map nodes unify the forest, chessboard, awakening, and banquet through spatial relationships, colour hierarchy, and a shared visual language.

05 / GAME ASSET DESIGN

Environment and character asset production

Sketching, form exploration, and style studies establish the mushroom world’s shapes, colours, and characters. AI-assisted exploration tests alternatives, followed by hand correction in Photoshop and Procreate to refine structure, proportions, edges, and details and unify the asset style.

Mushroom creatures

Curled-cap serpent
Bell-cap mushroom
Three-eyed morel
Biting parasol

Environment & obstacle assets

01 Mushroom mound
02 Wide-mouth mushroom
03 Branch mushroom
04 Eye cluster
05 Cave mushroom
06 Smiling mushroom
07 Eye-spot mushroom
08 Patterned morel
09 Whisker mushroom
10 Dough mushroom
11 Sinister mushroom
12 Eye-spot mushroom
06 / GAMEPLAY & INTERACTION

Extending the MV into a participatory game

Building on the original Douyin effects game demo, Codex-assisted reconstruction develops scenes and interaction flows, refining character motion, obstacles, feedback, and interface presentation while integrating the self-produced assets.

MOVEMENT

Racing and avoidance establish a direct interaction goal.

OBSTACLES

Mushroom assets organise the environment and game rhythm.

FEEDBACK

Start, achievements, results, and replay form a complete flow.

Character & course
Start & controls
Achievement feedback
Results & replay

From viewer to participant: characters, narrative, and visuals stay connected across media.