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





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 :

Fig 1.1 Chapter 3 (23.10.2024 -week 5)

Tweak the Jump Force and Gravity:

Fig 1.2 Adjust Jump force and gravity (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)


Add box collider and rigid body for both player and obstacle:

Fig 1.5 Apply box collider (23.10.2024 -week 5)

Spawn Obstacles at Intervals:

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)


Explore the Player’s Animations:
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)

Week 6/ Briefing about Task 2
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)


Week 7/Adapting What We Have Learned to 2D Platformer
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.


Scripts for player to move left and right & jump while pressing space bar. Player can only jump while stepping back on the ground
 
Fig 1.12 Scripts  (6.11.2024- Week 7)

Fig 1.13 Freeze the position of player   (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: 
  • PDF
  • 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.


Game Mechanics:

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.
Environment Interaction:
  • 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.
Transformation Mechanic:
  • 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.
Final Challenge:
  • 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)
Fig 2.1 Character Design (6.11.2024- Week 7)


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.

3. Level 3: Floating Islands (Find Ears)
  • New Ability: Push larger objects and interact with environmental elements.
  • Obstacles: Fast-moving clouds, floating debris.

4. Level 4: Mystical Forest (Find Wings)
  • New Ability: Gliding over wide gaps.
  • Obstacles: Moving vines, dimly lit areas.
Final Level: Nightmare Void (Complete Shape)
  • Use all abilities to navigate collapsing platforms, chase sequences, and defeat the nightmare creature.
Fig 2.9 Drawing outline in Adobe Illustrator  (8.11.2024- Week 7)


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)
Fig 2.13 Reference of Pico turn into square (10.11.2024- Week 7)

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.

Fig 2.15 Final Level Design (10.11.2024- Week 7)


Final Submission

Click here to view Art Asset Document

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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