This is the responsive comp for my Concept B, the portfolio as an HD-2D Three Kingdoms world.
Visitors walk a war map, and my projects are the cities on it, grouped into four color-coded factions. This page
shows how the same design re-flows across a phone, a tablet, and a desktop.
Style — HD-2D / pixel-art + ink-washNav — spatial (the map is the menu)Breakpoints — 375 / 768 / 1440
01 / The Comp
Three Devices, One World
Same map, same factions, same navigation. I just restructure it for each screen. On a phone the map simplifies
into a vertical flow. On desktop it opens into the full war map with project cards.
Phone · 375px
Tablet · 768px
Desktop · 1440px
02 / Faction Color System
Four Factions, Four Colors
Faction
Color
Work it holds
魏 Wei (north)
#4da6ff
AI Creation, agents and tools
蜀 Shu (southwest)
#ff4d4d
Game Design, pixel worlds
吴 Wu (southeast)
#4dff88
Interaction Design, web and UI
群雄 Warlords (scattered)
#9aa0a6
Story Systems, experiments
03 / Responsive Behavior
How the Layout Re-flows
Phone (≤560px): one column. The nav collapses to a hamburger, the map stacks the four territories
vertically, and the project cards sit in a 2-up grid.
Tablet (≤900px): the map keeps its full frame, the cards switch to two columns, and the legend stays
visible for orientation.
Desktop (1440px): the full map spans the width with all four territories and their city nodes, and
below it a row of four project cards, each tagged with its faction color.
What stays the same: the ink-wash background, the gold city dots, and the four faction colors. That's
what keeps it feeling like the same world at every size.