Games Development /Task 2: Art Asset Development
Start from 26.10.2024
23.10.2024 -6.11.2024 /Week 5- Week 7
Kong Cai Yi / 0363862
Games Development / Bachelor of Design (Hons) in Creative Media
Task 2/ Art Asset Development
Kong Cai Yi / 0363862
Games Development / Bachelor of Design (Hons) in Creative Media
Task 2/ Art Asset Development
LECTURES
Week 5: Chapter 3/ Implement Sounds and Effects
This week, we have learned how toprogram a fast-paced endless
side-scrolling runner game where the player needs to time jumps over
oncoming obstacles to avoid crashing. Besides, will learn how to add music
and sound effects. Besides, we also learned how to create dynamic endless
repeating backgrounds and incorporate particle effects like splatters and
explosions.
Choose a background and character :
Tweak the Jump Force and Gravity:
Add box collider and rigid body for both player and
obstacle:
Spawn Obstacles at Intervals:
Explore the Player’s Animations:
Week 6/ Briefing about Task 2
Week 7/Adapting What We Have Learned to 2D Platformer
Scripts for player to move left and right & jump while pressing space bar. Player can only jump while stepping back on the ground
Add box collider in front of the door, door disappear when player is inside the trigger
Finally, when all pieces are gathered, Pico transforms into a new, complete shape—a perfect square, symbolizing stability and self-discovery. In a final area filled with special challenges, Pico uses all their new abilities to reunite with their lost self, marking the end of a heartfelt journey toward becoming whole.
Game Mechanics:
Basic Movement:
Level Design
1. Level 1: Intro
2. Level 2: Sunny Forest (Find Legs)
3. Level 3: Floating Islands (Find Ears)
4. Level 4: Mystical Forest (Find Wings)
Click
here
to view Art Asset Document
Choose a background and character :
Fig 1.1 Chapter 3 (23.10.2024 -week 5)
Fig 1.3 Project settings for gravity (23.10.2024 -week 5)
Fig 1.4 Character jumping (23.10.2024 -week 5)
Fig 1.5 Apply box collider (23.10.2024 -week
5)
Fig 1.6 Spawn Manager Scripts (23.10.2024 -week 5)
Fig 1.7 Character avoid obstacles by pressing space
bar (23.10.2024 -week 5)
Double-click on the Player’s Animation Controller, then
explore the different Layers, double-clicking on States to see
their animations and Transitions to see their conditions.
- In the Parameters tab, change the Speed_f variable to 1.0
- Right-click on Run_Static > Set as Layer Default State
- Single-click the the Run_Static state and adjust the Speed value in the inspector to match the speed of the background
Fig 1.8 Player’s Animations (23.10.2024 -week 5)
Fig 1.9 Player’s running (23.10.2024 -week 5)
Fig 1.10 Player’s Animations (23.10.2024 -week 5)
Chapter 3 Tutorial PDF:
Fig 1.10 Chapter 3 Tutorial PDF (23.10.2024 -week 5)
This week, we had online classes where Mr. Razif briefed us on Task 2,
which involves creating art assets for our games. This includes
designing characters, environments, items, props, obstacles,
power-ups, and the HUD. He also shared examples of documentation for
art assets, covering character animations, game props, UI design, and
techniques for animating 2D characters in Unity.
Fig 1.11 Animate 2D Character in unity (30.10.2024 -week 6)
This week class was held online and we began by reviewing previous lessons, covering how to enable the player to move left, right, and jump. For this game, we added a platform that allows the player to perform a double jump. Additionally, we learned how to animate a door that reacts when the player approaches it using Trigger. Lastly, we implemented a coin collection mechanic with points accumulating as coins are collected.
Fig 1.12 Scripts (6.11.2024- Week 7)
Fig 1.14 Player Jump (6.11.2024- Week 7)
Add Virtual camera (Follow player movement)
Fig 1.15 Adjust camera position(6.11.2024- Week 7)
Add box collider in front of the door, door disappear when player is inside the trigger
Fig 1.16 Adjust collider(6.11.2024- Week 7)
Fig 1.17 Door Disappear (6.11.2024- Week 7)
Add animation to let the door open automatically
Fig 1.18 Box_open (6.11.2024- Week 7)
Final Outcome:
Fig 1.19 Week 7 Tutorial (6.11.2024- Week 7)(6.11.2024- Week 7)
INSTRUCTIONS
Task 2/ Art Asset Development
Instructions:
Students will be given the task to produce the art asset for their
games. This includes characters, environment, items, props,
obstacles, power-ups and HUD design. Submission Requirement
are:
- E-Porfolio
- Video Presentation
Piece by Pico
Storyline:
In a world of soft shapes and pastel landscapes, there lives a small, incomplete shape named Pico. Pico was once whole, but during a magical storm, a crucial piece was lost, leaving Pico feeling unfinished and yearning to be complete again. Now, Pico begins a journey through whimsical lands—forests of floating leaves, cloud-filled skies, and cozy, tiny towns—to find the missing fragments and finally restore their true form.
As Pico explores each area, they gather smaller fragments of the missing piece, gaining new abilities with every discovery. With tiny wings to glide, springy jumps for extra height, and sticky powers to climb walls, Pico grows stronger and more capable. Each level brings Pico closer to becoming whole again and reveals a new part of who they are.Finally, when all pieces are gathered, Pico transforms into a new, complete shape—a perfect square, symbolizing stability and self-discovery. In a final area filled with special challenges, Pico uses all their new abilities to reunite with their lost self, marking the end of a heartfelt journey toward becoming whole.
Basic Movement:
- Jump: Pico starts as a simple shape (e.g., a circle) and can only jump to navigate.
Abilities Progression:
- Legs: Allows Pico to walk and push objects.
- Ears: Enables Pico to push larger blocks or interact with critters.
- Wings: Grants the ability to glide across gaps or obstacles.
- Platforms: Floating clouds, branches, or glowing tiles to navigate.
- Obstacles: Non-threatening elements like bouncing critters, slow-moving clouds, or rolling boulders.
- Collectibles: Fragments scattered across levels; collecting one grants a new ability.
- After gathering all fragments, Pico transforms into a complete shape (a square). This unlocks the ability to push heavy blocks and access the final level.
- Use all acquired abilities (jumping, gliding, pushing) to defeat a nightmare creature in a void-like world, completing Pico’s journey of self-discovery.
Art Asset Design:
Pico (Character)
Floating platform
Fig 2.2 Floating Platform Design (6.11.2024- Week
7)
Fig 2.3 Cloud Design (6.11.2024- Week 7)
Ground Floor
Fig 2.4 Ground Floor Design (6.11.2024- Week 7)
Connected bridge
Fig 2.5 Bridge Design (6.11.2024- Week 7)
House (Access to next Lvl)
Fig 2.6 House (6.11.2024- Week 7)
Obstacles
Fig 2.7 Grass block & Boulder (8.11.2024- Week 7)
Fig 2.8 Art Asset element (8.11.2024- Week 7)
Different level's background Design
Level Design
1. Level 1: Intro
- Theme: Pastel fields with clouds and flowers.
- Goal: Basic jumping mechanics; introduce fragments.
2. Level 2: Sunny Forest (Find Legs)
- New Ability: Walking and pushing light blocks.
- Obstacles: Tree branches, light gusts of wind.
- New Ability: Push larger objects and interact with environmental elements.
- Obstacles: Fast-moving clouds, floating debris.
- New Ability: Gliding over wide gaps.
- Obstacles: Moving vines, dimly lit areas.
- Use all abilities to navigate collapsing platforms, chase sequences, and defeat the nightmare creature.
Fig 2.10 Two level Background Design (8.11.2024-
Week 7)
LEVEL 1
I connected the background I drew with the ground by
adding grass blocks and boulders. The character needs to
jump over the blocks and push the boulders to bridge
pass by river, allowing them to continue their journey
to find the missing leg. At the end of the level,
there’s a house that serves as the gateway to level 2.
Fig 2.11 Overview of level 1 (10.11.2024- Week
7)
Modified Character
After completing my background, I realized that my
character's drawing style didn't fully match the
background. So, I made some adjustments to make it more
consistent. I plan to continue refining the character in
the future, as it currently doesn't stand out
prominently as the main focus.
Fig 2.12 (10.11.2024- Week 7)
Pico-Square (Final Level)
Nightmare Creature
Fig 2.14 Nightmare Creature Design (10.11.2024-
Week 7)
Final Scene Design
I haven't fully illustrated this scene yet, but I’ve gathered some references that align with the level’s theme. I’ve placed the nightmare creature and Pico into the scene to visualize how it might look. I also plan to add bullets for Pico to shoot.
Final Submission
Fig 3.1 Art Asset Document (10.11.2024- Week 7)
Click
here
to view task 2 presentation slides
Fig 3.2 Presentation Slides (10.11.2024- Week 7)
Video Presentation
Fig 3.3 Video Presentation (10.11.2024- Week 7)
REFLECTIONS
Over the past few weeks, I’ve found the lectures to be both challenging and engaging, as we’ve been diving deeper into the game mechanics needed for our final project. These lessons have equipped us with valuable techniques and knowledge that bring us closer to realizing our game ideas. I truly appreciate the opportunity to learn this, especially under Mr. Razif’s guidance, as he teaches us patiently and ensures we understand each step.
Initially, I felt quite lost when starting this task. I struggled to decide on an art style and didn’t have a clear direction. However, after exploring numerous references online, I began to narrow down the art style I wanted to pursue. Inspired by Mr. Razif’s advice to focus on visual art design—since I’m a design student—I decided to prioritize the game’s aesthetics. This approach aligns with my strengths and will add significant value to my portfolio once the project is complete.
Taking this advice to heart, I draw all the art assets for my game, including the character, ground, floating clouds, houses, and obstacles. Then combined these elements to visualize one of the levels as a cohesive scene. This process allowed me to refine my ideas and see how the elements work together.
I’m excited to explore the designs for other levels, further enhance the obstacles, and improve the character’s appearance. I also plan to focus on sound design in the coming weeks to create an immersive experience. This journey has been both challenging and rewarding, and I’m eager to continue building and refining my game as I learn and grow.
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