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Praise and Slander

Today, we are still being labelled by others or even ourselves, such as race, personalities, wealth and social status. We are more and more concerned about what we are in the eyes of others, trying to obtain and maintain the labels that are praised by most people: diligent, cool, etc.


Sometimes chasing these positive labels is a kind of motivation. However, as for negative labels, some people will be too affected by them: they may only look at their defects and fall into the low point of life; some people would remove or cover up these negatives labels, and used to camouflage.


Based on this social phenomenon, I created Praise and Slander: a card game with labelling as the core element.


I want to promote a positive attitude towards life through this game: we can't change the phenomenon of being tagged by people in our daily life; even if these negative labels may hinder our path, we should not focus all of our attention on it. And Imperfections do not affect our ability to achieve our goals.


I reflect my design intent in many ways. The Slander cards in the game are the means by which players can interfere with each other. The player who gets 3 Praise cards first wins, no matter how many slander cards are being tagged at them. In contrast, if the player pays too much attention to the Slander cards marked on himself, and spends a lot of resources to remove them, he will lose the opportunity and become passive and difficult to win.



This is a slight strategy card game with “the public image” as the key element. The background of the game is in a kingdom that advocates virtue. The king wants to choose an heir from the two daughters according to public opinion. The two players play the two princesses respectively for the throne competition.


Labels (Praise cards and Slander cards) will control each other’s public opinion trends. The player who gets three Praise cards first wins. 


Although you will be tagged with Slander cards, the number of negative tags in the game will not directly affect the outcome. It is a means for players to interfere with each other: these tags will give you some obstacles, and even let You therefore change the strategy. You can choose to tear off these negative tags, but putting all the time and resources on the tear label will lose your chance.

3D garment model 


I picked two of the cards, made some design changes to the costume, and made 3D models. 


I used Marvelous Designer to complete the initial modelling of the garment. In order to achieve a more realistic effect, I further adjusted the model in Zbrush. Finally, I used the Substance Painter to draw the pattern details and rendering of the garment. with labelling as the core element.

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