Game Development- Task 2 Assets

21/04/2025 - 16/02/2025 (Week5 - Week7)

Teu Yu Tian / 0371923
Application Design 2 | Bachelors of Design (Honour) in Creative Media | Taylor's University
Task 1: Game Design Document


1. INSTRUCTIONS:



Task 2

REQUIREMENT:
Create and gather assets for the game. 

In task 2, I am in-charge for the character, enemies and obstacles design. 

Main Character Design

Follow the art direction of from the planning in task 1, the main character needs to have big head, small limbs, rounded big eyes, and overall have a sense of humor. 

Character Art Direction


I fist look for reference online, we don't want it to be too realistic. So, I look for the monster-like, or geometric body shape reference.



Then I started with some sketches by exploring the body shape, and different appearance, but all have big eyes and silly feelings.

Then, I started to draw in Illustrator. My groupmate choose the forth design, as it looks more like a university student with the hoodie and sneakers. The rounded character (first and second design) looks more like primary school student.



I made some refinement and experiment with different eye distance, shape of hand. mouth and shirt attire. The third design looks most comfortable.



Next is colour exploration for the character. We all agree on second design as it look more harmony in terms of hue, contrast and colour combinations. 

Enemies Design

Next, I work on enemies design, there are 3 levels in the game and each level have one main enemies.
  • Level 1 is set in Luky’s home. The first enemy is an aggressive toaster that randomly shoots burnt toast.
  • Level 2 takes place on Luky’s way to school. He walks through a park and meet a giant pigeon that attacks by pooping while flying.
  • Level 3 is set on campus, where Luky faces a malfunctioning mega aircon that alternates between shooting fireballs and ice balls.
Again, I look for reference online search for humanized object and pigeon vector illustrations. I explore with different face expressions. The challenge is to humanized them by adding the face expression while keeping their own mechanical look characteristics. 

Again, I searched online for reference images of humanized objects and vector illustrations of pigeons. I explored different facial expressions, experimenting with how to bring the characters to life. The challenge was to humanize them by adding expressive faces while still preserving their core mechanical characteristics—such as the buttons, levers, or other essential features of the toaster and air conditioner.




























User Game Flow Diagram








3. FEEDBACK

Week 3
  • The ideas are good but lack of unique selling point, suggested to play with luck  and bad luck, twist it into a unique mechanism

3. REFLECTION

Experience

In this task, I worked on character animation as part of the asset development process. I also spent time learning how to rig characters, but in the end, I decided not to use rigging. Instead, I used sprite sheets because I found they gave smoother and more natural-looking animations for my character. I also collaborated with my teammates on designing the characters. It was my first time creating game animations from scratch, so it was both exciting and challenging. I had to manage my time carefully, especially since good animation takes a lot of patience and effort to do well.

Observation

Through this task, I realized that animation is more than just making things move—it’s about bringing personality to the character. Every small movement matters, especially when trying to show emotion or action. I noticed that designing characters also needs a lot of attention to detail. Things like facial expressions, body shapes, and small features really affect how the character is understood by players. Even though I learned rigging, I found that sprite sheets gave me more control over how the animation looked. Working with others also showed me how different ideas and styles can come together to make stronger designs.

Findings

I’ve learned a lot about both animation and teamwork. I now understand that animation takes time and careful planning if you want it to look smooth and natural. I also learned that character design is not just about drawing—it’s about creating someone with personality and emotion. I’m glad I explored rigging, even though I didn’t end up using it, because it helped me understand different animation techniques. Next time, I’d like to manage my time better to leave more room for polishing the animation. Overall, this task helped me grow as both an artist and a team member, and I feel more confident in designing and animating characters for games.





评论

热门博文