Forgotten Kingdom

Li Zhizhen

From traditional ink painting to digital worlds — an IB student crafting stories across animation, games, and interactive media.

IB Predicted 39/42 Pinghe International School Class of 2027
Traveler's Notes

About Me

Meet me in two minutes — in my own words

Li Zhizhen

Li Zhizhen, Class of 2027

I grew up doing two things that turned out to be one: watching insects on the ground, and learning Chinese ink painting on rice paper. Both trained me to notice small lives and unfinished space — and that habit became the lens through which I now build original characters, games, and interactive worlds.

What drives me

Curiosity and inventiveness. As a child I rarely sat still — I climbed slides and crouched down to watch insects. Those small creatures made me curious about forms of life unlike my own.

What I notice

Quiet inner states. I turned stress-driven habits — biting nails, closing a door again and again — into visual work, asking how emotion becomes visible. Observing an insect and building a game world ask me the same question: how might life take another form, and how would it behave?

What I make

Chinese painting and sketching led to original characters and interactive worlds. I founded an original-character club at school, where private ideas grow into shared stories.

Name Li Zhizhen
Affiliation Pinghe International School, Class of 2027
Target Animation / Game Design / Interactive Media / Ink Painting
Specialties Ink Painting / Digital Drawing / 2D Animation / Game Prototyping / Storyboarding
Hobbies Insect watching / Original characters / Ink and sketching / 2D animation

To admissions officers: portfolio PDFs and recommendation references are available on request.

Field Notes

My Daily

🏆 Best Oral

ICDS 2025 — Youth Innovation Session

3rd International Conference on Design Science, Shanghai. Presented "Games / Animation / Design." Awarded Best Oral — one of only two student recipients.

July 25–26, 2025Shanghai, China
Ember

Community Service

When the city paused, a small light kept moving between doors.

Pandemic Community Volunteer Service, Shanghai. During the lockdown, I joined my community as a frontline volunteer — assisting with testing, delivering supplies, and caring for the elderly. To honor the fellow volunteers who risked so much, I adapted the song "There Are So Many People in This World," writing new lyrics and set to a series of my own paintings. The short video spread widely through volunteer group chats, moving countless people who served their communities at personal risk, and was later affirmed by the Shanghai municipal government and published on its official platform.

Shanghai · 2022 Adapted song · new lyrics · paintings Published on Shanghai Municipal Platform
Trials

Game Works

Faceless

A narrative game built in Godot 4, combining comic-style 2D characters with low-poly 3D environments. Characters' identities and ideas emerge through dialogue, clothing, and gestures. Players see the world through a protagonist whose worldview differs from everyone around them. The story spans four acts and nineteen scenes, with exploration, dialogue, and choices tracked through branching variables. In the final act, the game breaks the fourth wall, turning players into the protagonist's inner voice, encouraging empathy toward people with different perspectives. Four endings reflect how external attitudes and individual choices shape the outcome. The full game is playable in your browser — no install.

Uninvited

A 2D pixel-art stealth RPG made at Global Game Jam by a team of six. You are an assassin sent to kill a noble who acted outside his class; the only way into the masquerade ball is another guest's identity — but the moment you put it on, its etiquette becomes handcuffs. Two endings: kill him, wear his mask, and if you don't behave like one of them, you are erased too. Team leader; game design and game art by the artist, programming by teammates. Winner, Creative Prototype Exploration Award. The full game is playable in your browser — no install.

2026Unity2D PixelStealth RPGTeam of 6 · GGJ▶ Play in browser▶ YouTube

In interview, Li Zhizhen explained why she wants to make games and what she believes good design looks like — in her own words:

The cleverest design is design you don't notice — the player never feels directed, yet arrives as if they found the way themselves. It's the "invisible designer": the designer builds the stage, and the player designs their own experience.

What pulls me in is the act of making a game — and guessing how my players will act and react. That's the core reason I want to study game development.

A game is an accessible art form — very low floor, limitless ceiling. You can treat it as a time-killer or read it as a profound artwork. It has visual beauty and strong interactivity; a maker can bury Easter eggs inside to voice their own views.

"Programming is just the tool that turns ideas into reality, but design decides where the game goes and how characters grow. Only when you've thought it through can you actually build it." The world she wants to build: "a game that uses negative space instead of preaching, and exploration instead of instruction."

— Li Zhizhen, in interview
Echoes

Interactive Works

On interactive work, Li Zhizhen says she is after an "invisible guidance":

It never dictates what you must press — instead, when you need it, you simply know what to click.

— Li Zhizhen, in interview
Reels

Animation Works

Sketchbook

My Dreams, My Friends, My Original Characters

Character Design · 2019–2025

As a child, I was often trapped in an underground labyrinth. Corridors folded into impossible angles, and shadow-like substances chased behind me. Instead of being crushed by these dreams, I picked up a pen and drew every figure and monster that appeared. Gradually, they transformed from fear into friends, stepping out from the corners of my sketchbook into an original universe of my own.

The Shadow Substances

Shapeless, drifting like ink dropped into water. They are not enemies, only emotions yet to be named. Once I outlined them on paper, they stopped chasing and began guiding.

The Geometry Hunter

Armed with a gun that fires only mathematical equations and geometric figures. In dreams, I used it to break through labyrinth walls; on paper, it became a ruler and compass, cutting chaotic dreams into understandable shapes.

The Impossible Corridor

A staircase that should descend but doesn't, a corridor folded into a wrong angle. It leads nowhere, yet teaches you to keep moving while lost.

The Breathing Plants

They look like plants, yet rise and fall as if breathing. They weave silent growth with anxious pulse, reminding me that even in the darkest dreams, life continues quietly.

The Edge-Walkers

Their bodies dissolve into the page, as if they might vanish the next second. They are my fear of being unseen, and my longing to cross beyond boundaries.

Lock

A 2D experimental animation, 3 min 14 s, made in a two-week timed Visual Arts × Music interdisciplinary project. It satirizes how exam-oriented education can limit imagination and individuality, while encouraging people to express their own creativity. The film is divided into three stages, each paired with a different musical style, following the protagonist as they bravely express creativity within a system that judges students by grades. The changing color intensity and brushwork visually suggest this transformation. Directed and animated by the artist; original score by Li Xirong and Zheng Jieming.

2025AnimationExperimental▶ YouTube

Fallin'

An animation featuring two characters from Persona 3 — Aragaki and Sanada. The art style draws on the game's visual aesthetic and its signature palette of bright blue, white and black. The story explores the complex relationship between the two characters: their longing for each other, and the silence born of reluctance or inability to express true feelings. A nostalgic, melancholic atmosphere throughout.

2025AnimationFan Art▶ YouTube
Sculpture

My Memory

Memory is not a faithful record of the past, but a material — continually reshaped by time, emotion, and experience.

Installation

Residue — Specimens of a Long Memory

Mixed-media installation · 2025

Specimen of Fading Memories — tree, full view

I want to ask what the memory of someone who has lived a very long time eventually becomes. I do not treat memory as a faithful record of the past, but as a material — continually reshaped by time, emotion, and experience.

Four materials carry the idea. Stone holds memories buried deepest in the mind. Wood, with its growth rings and natural scars, marks a life's passage and the work of ageing. Wire, endlessly bent and tangled, stands both for the links between memories and for the confusion among them. Fabric, bound to the body and the everyday, keeps what cannot be said but returns through touch, smell, and sensation.

I act on these materials — burning, exposing, soaking, entangling — until charring, corrosion, fading, deformation, and fragmentation appear. The damage is the point: it shows how memory, over time, deteriorates, mutates, and is rebuilt. The specimen jars and petri dishes are our effort to preserve and to study memory. Yet what they keep is never the past itself, only its residue after time has passed through it.

Finally, I suspend these "memory specimens" from a dead tree — the tree a symbol of time and the end of life, and the wire figure beside it, a person sunk into their own recollections. The longer we live, the more memory scatters; yet the more completely a private, subjective world is built from what remains: traces, losses, feeling. Is this fragmentation a loss — or a rewriting of the self?

Specimen of Fading Memories — plate 02
Specimen of Fading Memories — plate 03
Specimen of Fading Memories — plate 04
Specimen of Fading Memories — plate 05
Roots

My Ink Paintings

My earliest language — ink, paper, and the discipline of looking.

As someone who has painted since childhood, Li Zhizhen has her own reading of "negative space":

You don't reproduce everything stroke by stroke — you capture the spirit. The picture looks unfinished, yet feels complete and balanced.

— Li Zhizhen, in interview
Beacon

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