2026届毕设游戏作品合集
A Collection of Games as Graduation Projects
(2026)
  以下是本人指导下由2026届本科毕业生完成的游戏/交互叙事类毕业设计作品,与各位分享:
  The following works are the games and interactive narratives in 2026.  Please enjoy.
1. 《造访之后》· After the Arrival
  作者:朱明轩 · Author: Mingxuan Zhu
  导师:柳喆俊 · Advisor: Aaron Leo
  简介 · Introduction
  《造访之后》是一款基于科幻小说《路边野餐》改编的探索解谜类游戏。作品围绕“宇宙对人类的漠视”这一核心主题,讲述了天文学家基里尔与潜行者雷德在外星人造访事件后各自面对创伤、深入造访区的故事。作品包含两个完整章节,第一章以沉浸式的空间探索呈现“造访”当晚的异象,第二章则将视角转向禁区深处的一次危险任务,在游戏中传递“人类非宇宙中心”的思考。
  After the Arrival is an exploration and puzzle-solving game adapted from the science fiction novel Roadside Picnic. Centered around the theme of “the universe’s indifference toward humanity,” the game tells the stories of astronomer Kirill and stalker Red as they confront their respective traumas and venture deep into the Zone after an extraterrestrial visitation event. The game consists of two complete chapters: the first presents the anomalies of the night of the “Visit” through immersive spatial exploration, while the second shifts the perspective to a dangerous mission deep within the restricted area. Through gameplay, the work conveys the reflection that “humanity is not the center of the universe.”
▲ 《造访之后》截图 · Screenshots from After the Arrival
  以下为《造访之后》的宣传影片与创作理念阐述影片,敬请欣赏。
  Here are the promotional and introductory videos of the narrative game After the Arrival. Please Enjoy.
2. 《磁界回声》· Magnetic Echoes
  作者:朱盈睿 · Author: Yingrui Zhu
  导师:柳喆俊 陈逸云 · Advisor: Aaron Leo, CHEN Yiyun
  简介 · Introduction
  《磁界回声》是一款科幻题材多视角平台跳跃解谜游戏,打破传统游戏单一重力限制,依托磁力体系打造全维度空间探索体验。故事主角莉忒来自长期星际航行的种族,黑色皮肤抵御太空辐射,银白长发与发光黄瞳是同族识别标识,她孤身前往异星古遗迹搜寻磁力核心。游戏分为两大篇章,首章是零重力漂浮遗迹,各类碎片无序悬浮;第二章深入残破古遗址,地形结构更为复杂。
  游戏拥有两套核心磁力技能:磁力鞋可切换磁极,让莉忒稳定站立在墙面、天花板任意平面;周身悬浮的磁力球能发射正、负极能量,操控场景物体相互吸引或排斥,改变地形完成解谜。关卡还设置释电体、弹力菇等特色互动道具,增添闯关变数。玩家可借助两套磁力技能相互配合,在层层机关中完成探险解谜。
  Magnetic Echoes is a sci-fi multi-perspective platform puzzle game that breaks traditional gravity constraints through a magnetic system, creating a unique spatial exploration experience. The protagonist Rite, a member of a long-voyage interstellar species, travels alone to an alien ruin in search of a magnetic core. The game consists of two chapters: the first features a zero-gravity floating ruin, while the second explores a complex ancient site buried deep within the ruins.
  The game features two core magnetic abilities: magnetic boots that allow Rite to switch polarities and walk on walls and ceilings, and floating magnetic orbs that emit positive and negative energy to attract or repel objects, changing the environment to solve puzzles. Combined with interactive elements such as electric discharge devices and elastic mushrooms, these abilities create diverse challenges and exploration experiences.
▲ 《磁界回声》截图 · Screenshots from Magnetic Echoes
  以下为《磁界回声》的宣传影片与创作理念阐述影片,敬请欣赏。
  Here are the promotional and introductory videos of Magnetic Echoes. Please Enjoy.
3. 《沉海纪》· Era of Submersion
  作者:潘俊捷 · Author: Junjie Pan
  导师:柳喆俊 陈逸云 · Advisor: Aaron Leo, CHEN Yiyun
  简介 · Introduction
  假如我们所生活的一切终将被水淹没,我们会失去什么?
  《沉海纪》是一部三维动画交互叙事游戏,故事发生在海平面飞速上涨的平行世界。面对不可抗的失去,主人公安青拥有潜入他人“心智之海”的能力——那里是每个人被遗忘的记忆所沉没的地方。
  玩家将随安青踏入一所校园,经历一场意外觉醒。当班主任李老师的头化作不断擦拭的橡皮擦、当“卷王”学生小顾吐出困住自己的蚕丝,你需要在冰冷而抽象的水下里世界中,寻找被淹没的记忆碎片,帮助他们与内心的执念和解。
  游戏中的校园原型来自创作者的高中母校,上海老城厢的建筑扫描也沉淀其中。这不是一个关于拯救世界的宏大叙事,而是一场关于告别、遗忘与自我和解的私人旅程——献给所有曾面对失去,却仍在向前走的人。
  What would we lose if everything we know and cherish were eventually swallowed by the sea?
  Era of Submersion is a 3D animated interactive narrative game set in a parallel world where sea levels are rapidly rising. Facing inevitable loss, the protagonist An Qing possesses the ability to enter the “sea of consciousness” within others — a place where forgotten memories are submerged.
  Players will follow An Qing into a school and experience an unexpected awakening. When teacher Li’s head transforms into an endlessly erasing rubber, and when the “study machine” student Xiao Gu releases silk that traps himself, players must explore the cold and abstract underwater inner world, recover submerged fragments of memory, and help them reconcile with their inner obsessions.
  The school in the game is inspired by the creator’s own high school, while scanned architectural elements from Shanghai’s old city area are also incorporated into the world. Rather than a grand story about saving the world, this is a personal journey about farewell, forgetting, and self-reconciliation — dedicated to everyone who has experienced loss yet continues moving forward.
▲ 《沉海纪》截图 · Screenshots from Era of Submersion
  以下为《沉海纪》的宣传影片与创作理念阐述影片,敬请欣赏。
  Here are the promotional and introductory videos of Era of Submersion. Please Enjoy.
4. 《沙海寻遗》· Lost in the Sands
  作者:张定乾 · Author: Dingqian Zhang
  导师:柳喆俊 陈逸云 · Advisor: Aaron Leo, CHEN Yiyun
  简介 · Introduction
  《沙海寻遗》是一个玩法向的跨层策略肉鸽游戏,玩家扮演在沙漠遗迹中苏醒的小机器人,层层深入去寻找能源核心来帮助自己离开这里。玩法上玩家需要在一个塔状结构中推动障碍改变地形来寻找出口,并且同时要思考自己在上一层的行为对下一层的解谜的影响。最初做这个游戏的灵感其实是很多肉鸽类型的游戏地图是随机生成的并且彼此之间没有什么联系,因此作者设想如果在肉鸽游戏中上一层会显著影响下一层会给玩家带来什么新的策略体验,最终完成了这款游戏来创造这个体验。
  Lost in the Sands is a cross-layer strategic roguelike puzzle game. Players take on the role of a small robot awakened in a desert ruin, venturing deeper through layers of challenges to find an energy core and escape. In a tower-like structure, players must push obstacles to reshape the terrain and discover exits, while considering how their actions on one layer will affect puzzle-solving on the next.
  The game was inspired by the fact that many roguelike games feature randomly generated maps with little connection between levels. The creator explored a new possibility: how would the experience change if decisions made on one floor could significantly influence the next? Lost in the Sands was developed around this idea, creating a strategic gameplay experience built on interconnected layers.
▲ 《沙海寻遗》截图 · Screenshots from Lost in the Sands
  以下为《沙海寻遗》的宣传影片与创作理念阐述影片,敬请欣赏。
  Here are the promotional and introductory videos of Lost in the Sands. Please Enjoy.
5. 《环形之外》· Outer Loop
  作者:缑悦然 · Author: Yueran Gou
  导师:柳喆俊 · Advisor: Aaron Leo
  简介 · Introduction
  《环形之外》是一款基于“搜刮-撤离”核心机制的2D横版卷轴独立游戏Demo,采用西蒙·斯塔伦海格式复古未来主义美学风格。本设计旨在探索横版卷轴玩法机制与独特视觉叙事风格的融合可能性,为当前题材普遍偏向硬核化军事化的撤离游戏品类提供新的设计驱动。
  设计成果包含一个完整的地下实验室关卡、可运作的核心游戏循环、房车仓储与升级系统,以及统一的像素美术风格验证。核心循环由“局内探索搜刮+局外基地养成”两个相互嵌套的环节构成,玩家需在限定时间内搜刮物资、应对敌人并成功撤离。叙事采用环境叙事与碎片化文档的方式,使叙事成为玩法循环的内在组成部分。技术实现基于Unity 2D URP渲染管线与像素美术工作流,验证了从静态插画参照到可玩互动媒介的复古未来主义美学转译可行性。
  Outer Loop is a 2D side-scrolling indie game demo based on the core “scavenge-and-extract” gameplay loop, featuring a retro-futuristic aesthetic inspired by Simon Stålenhag’s visual style. The project explores the integration of side-scrolling mechanics with distinctive visual storytelling, offering a new design approach for the extraction game genre, which is currently dominated by hardcore military themes.
  The project includes a complete underground laboratory level, a functional gameplay loop, a mobile home storage and upgrade system, and a unified pixel art style. The core loop combines two interconnected systems: in-game exploration and resource gathering, and out-of-game base development. Players must collect supplies, overcome enemies, and successfully extract within a limited time. The narrative is conveyed through environmental storytelling and fragmented documents, making storytelling an integral part of the gameplay experience. Built with Unity 2D URP rendering pipeline and a pixel art workflow, the project demonstrates the feasibility of transforming retro-futuristic aesthetics from static illustrations into an interactive playable medium.
▲ 《环形之外》截图 · Screenshots from Outer Loop
  以下为《环形之外》的宣传影片与创作理念阐述影片,敬请欣赏。
  Here are the promotional and introductory videos of Outer Loop. Please Enjoy.