Original Tea Garden Tales game home: an ink landscape, calligraphic logo, and journey buttons

UX / Cultural experience / Game interaction design

Tea Garden Tales

Turning traditional tea craft into an everyday experience

This digital interpretation of traditional Chinese tea craft places cultural explanations within a continuous journey of planting, harvesting, making, and serving tea. Five days of terrace openings provide clear early goals; professions, recipes, and quality extend progression. Knowledge appears alongside the action it explains.

Play the tea garden demo

Working local Godot prototype · Playable core-loop web adaptation

My contribution
Experience architecture, game rules, visual direction, and iteration; AI-assisted assets and implementation
Project stage
Local Godot prototype in development and a playable core-loop web adaptation
01

From display to participation

How can players understand the craft behind a cup of tea through experience?

The project grows from research into digital presentation strategies for traditional Chinese tea craft. Learning content becomes observable states, actions, and feedback: recognising tree growth, reading process explanations beside tools, and checking finished tea before serving. The goal is an approachable cultural experience rather than an industrial production simulation.

01

Knowledge beside action

Separate purpose, observations, and game actions so that explanations connect to tools and behaviour.

02

Predictable progression

Keep future terraces visible and open one per game day; experience and practice jointly determine promotion.

03

Low-pressure management

Mature leaves do not spoil, inventory survives day changes, and orders have no deadline; failed actions preserve resources.

Design audience and research scope

Designed for people curious about tea culture who enjoy calm Chinese-inspired visuals and light management. Evidence includes craft references, Figma designs, the local game, iteration screenshots, and functional checks. Audience fit and the intended low-pressure experience remain design hypotheses for testing with players.

Current prototype screenshot: state, goals, and spatial growth remain visible together.
02

The journey of a tea leaf

The village provides spatial navigation; the garden, workshop, and shop handle resources, production, and delivery. Leaves, finished tea, and task progress persist between areas, so each action feeds the next.

Find your way

Buildings and hanging labels identify the three areas, making the world itself a navigation system.

  1. 01Plant

    Invest seeds in a living tree

  2. 02Harvest

    Recognise maturity and collect leaves

  3. 03Craft

    Observe processes and receive quality feedback

  4. 04Serve

    Check an order and fund the next cycle

03

Five days, lasting progression

The first five days answer “what comes next”; professions answer “why continue”. Terraces open automatically as players advance game days, independently of profession level. A short key task unlocks the next day; daily tasks provide additional goals.

03 / 14 plots

Learn the complete loop

Harvest, craft, and serve once

These screenshots document progression at that iteration; current UI is shown above.

0 XP

Apprentice

Starting role

160 XP

Junior tea maker

Craft 1 batch

600 XP

Tea maker

Craft 12 batches

1,400 XP

Senior tea maker

Serve 15 exact orders

2,600 XP

Tea master

Craft 20 excellent batches

Expose promotion requirements so players do not need to guess.
A milestone acknowledges progress and leads into open-ended management.
04

Translating craft into interaction

Each process has three layers: purpose, observations, and game action. Players inspect a tool and its explanation, then act. Reading is situated within the experience rather than delivered in a long opening lesson.

Spreading tool asset
01 / SPREADING

Spreading

Spread fresh leaves thinly in a cool, ventilated place to release some moisture before processing.

Observe leaf condition and an even layer; actual duration varies with leaves, weather, and tea.

Spread leaves through repeated actions, emphasising evenness before timing.

Simplify with clear boundaries

The five recipes currently share a basic green-tea experience, varying leaf quantities, action counts, timing windows, and orders. Seconds, click counts, and the normal/good/excellent grades are game parameters rather than production standards.

Craft references: Ministry of Agriculture · Xinyang Maojian · Ministry of Commerce · Xiazhou Bifeng craft

05

Information within an ink landscape

Warm paper, muted tea greens, and wood establish a quiet palette. Bamboo gold and vermilion accent labels and seals. Characters, furniture, plants, UI, and backgrounds remain separate, allowing the same assets to support composition, state changes, and player arrangement.

Paper#F5F0E5
Sage#83957E
Tea green#526C62
Wood#967653
Bamboo gold#C5A36F
Vermilion#B76651
Protagonist with teal hair and a light brown satchelGuide companion with green sleeves and a pale apron
CHARACTER / UI / STATE

Illustrated decoration, readable information

Circular tool icons and hanging labels preserve the visual identity; inventory, progress, and prompts use independent text. Padding, type size, and intact panels address clipping, misalignment, and contrast.

Characters use existing static poses; walking and picking animations remain future work.

Seedling
01Seedling
Growing
02Growing
Mature
03Mature
Regrowth
04Regrowth
06

From assets to a visual system

Generated, separated, and revised artwork is organised by use, turning individual images into a reusable visual system. Transparent characters, terrain, tools, and UI combine in layers, with the same elements serving the home, management scenes, and feedback.

191existing assets

Organised from the original project, without redrawing; grouped by use and ordered by process.

Protagonist, guide, and guests, with separate portraits and scene poses. These are existing static assets.

CHR_001Protagonist · portrait
CHR_002Protagonist · standing
CHR_003Protagonist · harvesting
CHR_004Protagonist · tea making
CHR_005Protagonist · serving
CHR_101Guide · portrait
CHR_102Guide · scene pose
CHR_201Villager · portrait
CHR_202Villager · scene pose
CHR_203Traveller · portrait
CHR_204Traveller · scene pose
CHR_205Regular guest · portrait
01 / 021–12 / 13

Web copies come from the existing project and asset directory. Earlier layers are marked, originals remain intact, and AI-assisted art production is disclosed. The original calligraphy is preserved.

07

From visual corrections to UX iteration

Iteration checks how visual decisions affect action: roots must sit at plot centres, people need credible ground contact, status should identify a particular tree, and modal layers must block underlying input.

01Round 1 · historical
Early · landscape entrance

A village panorama and original calligraphy establish the entrance, with start and continue actions below.

02Round 2 · historical
Adjusted · softer colour and clouds

A quieter palette and bright clouds support the logo; load and settings are organised at the upper right.

03Later refinements · current
Current · home and ambient motion

Preserves the original logo, lettering, and button composition. This runtime still follows ambient-motion integration and also serves as the case cover.

Ordered by the project’s first round, second round, and later focused refinements. All are runtime screenshots and can be enlarged; historical screens do not describe current functionality.

01 / SPACE

Root and ground anchors

Scale visible silhouettes, position feet and roots on the ground, and constrain furniture to the floor with credible occlusion.

02 / FEEDBACK

State and task hierarchy

Per-tree growth and harvest labels sit alongside daily goals; shared resources maintain continuity between areas.

03 / CONTROL

Arrangement and recovery

The village supports dragging, scaling, locking, layering, and undo; interior editing focuses on floor placement and restoring defaults.

Prototype arrangement tools balance freedom with boundaries, layering, and recovery.
08

Tend a tea garden

The adaptation below reuses the original five-terrace background, tree stages, characters, furniture, and icons. Play through the planting-to-serving loop, advance days, unlock recipes, and save in this browser. The full Godot arrangement editor, every original panel, and the theme-tea gathering are outside this web excerpt.

Tea Garden Tales prototype with five terraces
PLAYABLE WEB ADAPTATION

Begin with a tea seedling

Plant, harvest, craft, and serve. Learn the first-day loop in around 2–3 minutes, then continue opening all five terraces.

Production pauses when the demo is offscreen, the browser tab is hidden, or you press Pause. Saves stay in this browser and do not access local Godot saves.

09

Outcomes, validation, and next steps

05terraces
14independent plots
05profession / recipe levels
04tree stages

A working local Godot prototype is supported by iteration-specific logic checks and runtime screenshots. Checks cover terrace openings, resources, rewards, plot anchors, feedback, modal blocking, layout preservation, and audio settings. They document implementation, while learning and usability still require evaluation with players.

What this design establishes

Translate cultural material into states and actions, connect separate spaces through information architecture, and integrate visual feedback, low-pressure rules, and progression into a working experience. AI-assisted asset production and implementation support a design direction, rules, and iteration decisions that I continue to develop.

What to evaluate next

Ask players to complete the first-day loop. Observe navigation, maturity feedback, distinctions between craft explanations and game parameters, and independent order checks. Use task time, errors, and verbal understanding to refine guidance, pacing, and recipe differences.