Game Development - Task 2: Art Asset Development

21.10.2024 - 17.11.2024 / Week 05 - Week 07
Tan Zhao Yi / 0363285
Game Development / Bachelor of Design (Hons) in Creative Media
Task 2:  Art Asset Development



LIST


Task 2:  Art Asset Development




INSTRUCTION




LECTURE

Lecture 1-4 refer to Task 1.

Lecture 5: Universal 2D Tutorial
In Week 7, we started a new project using Universal 2D, which allows lighting in 2D. Here are some key points I learned from this lecture:
  • Camera follow player
  • Freeze rotation
  • Trigger and Collision
  • Invisible Collider
  • Player collecting coins


Task 2: Art Asset Development

After consulting with Mr.Razif, I decided to go with my first idea, Eryndor.

A. Completing Story and Game Mechanics
I begin with adding details to the game mechanics and story, fixing some bugs. During the development process, I decided to remove Level 2: Misty Mountain. After evaluating its design and gameplay, I realized it lacked the challenge and intrigue needed to keep players engaged. By omitting this level, I can focus on enhancing other levels to ensure each one offers a unique and exciting experience.

Fig 1.1. Game Introduction

Game Mechanics:
1. Exploration
  • Move through different terrains with a side-scrolling layout
  • Secret areas and pathways can lead to hidden treasures or clues
2. Puzzle-Solving
  • Collect four scrolls that contains the number of the password to escape the dungeon
  • Clues around the dungeon give hints for the scrolls’ sequence, requiring players to observe and interpret symbols, colors, or other indicators
3. Combat
  • Basic moves include a simple sword swing
  • Each area has unique enemies, such as forest creatures and shadow spirits, each with different attack styles and weaknesses.
Password:
In the dark dungeon, Eryndor will discover four scrolls, each containing a single number and a riddle. Each riddle points to a unique symbol: the moon, star, sun, or rose. These symbols are subtly woven into the environment, appearing in a fixed order as illustrations or carvings on the dungeon walls. To solve the puzzle, Eryndor must observe these symbols carefully and remember their sequence as he explores the dungeon.

To unlock the final door, Eryndor will need to enter the numbers from the scrolls in the exact sequence of the symbols’ appearance on the walls. For instance, if the symbols on the wall appear in the order of star, moon, sun, and rose, then Eryndor must arrange the numbers associated with each symbol to match that sequence. This requires keen observation and memory, adding a layer of exploration and logic to the quest.
B. Character Design
Then I started to design the main character using Adobe Illustrator. In my art board, I drew out some trees and main elements that I desired in each levels.
Fig 2.1. Designing Characters in Adobe Illustrator

Then for the animation, I will be using Adobe Photoshop and Adobe Animate. The common animation are:
  • Idle
  • Move
  • Attack
  • Hit
  • Death
Main Character: Eryndor
  • Idle
Fig 2.2. Eryandor - Idle
  • Move
Fig 2.3. Eryandor - Move

  • Attack
Fig 2.4. Eryandor - Attack
  • Jump
Fig 2.5. Eryandor - Jump
  • Hit
Fig 2.6. Eryandor - Hit
  • Death
Fig 2.7. Eryandor - Death

Antagonist: Gravelock
Fig 2.8. Gravelock's frame by frame animation in Adobe Illustrator
  • Idle
Fig 2.9. Gravelock - Idle
  • Move
Fig 2.10. Gravelock - Move
  • Attack
Fig 2.11. Gravelock - Attack
  • Hit
Fig 2.12. Gravelock - Hit
  • Death
Fig 2.13. Gravelock - Death
C. Props
  • Scrolls
In the dungeon, there are scrolls that contained riddles. I downloaded an icon from BeHance, which will represent a collectible in the specific level.
Fig 3.1. Scroll Icon
I designed each symbol—the moon, star, sun, and rose—in Adobe Illustrator to visually represent unique elements within the dungeon. After creating these symbols, I researched and selected riddles that correspond with each one, adding layers of mystery and intrigue.
Fig 3.2. Drawing Symbols in Adobe Illustrator
  • Moon
Fig 3.3. Moon
Riddle: I watch over the night with a silvery glow, Guiding wanderers with light soft and low.
  • Rose
Fig 3.4. Rose
Riddle: With petals soft and a fragrance rare, My thorns protect with a prickly flare.
  • Star
Fig 3.5. Star
Riddle: I twinkle above in a vast dark dome, Shining with others, yet always alone.
  • Sun
Fig 3.6. Sun
Riddle: I rise each day and chase away the dark, Bringing warmth and life as I make my mark.
  • Riddle Mock Up
Fig 3.7. Riddle Mock Up
D. Environment
I am downloading some of the assets from Unity Asset Store due to time limitation.
Fig 4.1. Unity Asset Store

Level 1: Enchanted Forest
Fig 4.1. shows the main elements in Level 1, Enchanted Forest. 
The Sprout Guardian is a cute but protective creature that resides in the Enchanted Forest. Plump and green, it resembles a large, magical beansprout with small leaves on its head and curious eyes. Though generally harmless, it becomes defensive when Eryndor intrudes on its territory, attempting to ward her off with gentle hit attacks. As the first obstacle in Eryndor’s journey, the Sprout Guardian offers a light challenge, testing her agility and resolve as she navigates through the forest.
Fig 4.2. Level 1 Main Elements

Forest Environment
Resource Link: Enchanted Forest from FreePik
Fig 4.3. Enchanted Forest - Environment

Fig 4.4. Sprout Guardian
While browsing the Unity Asset Store, I discovered a similar asset that captures the look I wanted but with an even cuter design. 
Fig 4.5. Kawaii Slimes

Level 2: Dark Dungeon
While finding the scrolls, there will be a shadow spirit in Level 2 to interrupt Eryndor.
Fig 4.6. Level 2 Main Elements

Dungeon Environment
Fig 4.7. Dark Dungeon - Environment

Shadow Spirit
The Shadow Spirit haunts the depths of the dungeon, emerging from the shadows to confront Eryndor. Its attacks envelop her in a chilling, spectral energy that saps her strength and slows her speed, making it difficult for her to evade its haunting presence. This slowing effect forces Eryndor to navigate the dungeon more carefully, adding tension as she faces the Shadow Spirit’s relentless pursuit in the eerie, confined spaces of the dungeon.
Fig 4.8. Shadow Spirit's frame by frame animation in Adobe Illustrator
  • Idle
Fig 4.9. Shadow Spirit - Idle
  • Move
Fig 4.10. Shadow Spirit - Move
  • Attack (Power of Shadow)
The Shadow Spirit will release the power of shadow to attack Eryndor.

Fig 4.11. Power of Shadow
  • Hit
Fig 4.12. Shadow Spirit - Hit
  • Death
Fig 4.13. Shadow Spirit - Death
Level 3: The Castle
The Crystal of Balance will be downloaded from FreePik.
Fig 4.14. Crystal from FreePik

Castle Environment
Resource Link: Castle from FreePik
Fig 4.15. Castle - Environment
E. Collectible
When Eryndor is attacked, her life gauge, represented by hearts, will decrease. Starting with three hearts, her health drops by one heart after five attacks from minions. However, two attacks from Gravelock will reduce her health by a full heart.
Fig 5.1. Heart - PNG

Fig 5.2. Heart - GIF

Fig 5.3. Heart Bar - PNG

Fig 5.4. Heart Bar - GIF
F. UI
  • Typography
The font I am using in the game will be Luminari because it has an elegant, old-world feel that matches the fantasy setting of Eryndor’s journey. Its slightly ornate and serifed design evokes a sense of magic and mystery. The font adds to the game’s immersive experience, making text elements feel like part of a medieval fantasy tale, perfect for Eryndor’s quest in a magical realm.
Fig 6.1. Luminari
  • Home Screen
The home screen showcases a dark blue and purple background, aligning with the game’s fantasy theme. In the center, the title Eryndor stands prominently, creating a focal point. A Start button is positioned at the bottom, inviting players to begin their journey. This color palette and layout enhance the mystical atmosphere, setting the tone for the adventure ahead.
Fig 6.2. Home Screen Design
  • Pause and Exit Button
The game screen includes only two essential buttons: a pause button and an exit button, keeping the interface clean and focused. Both buttons are designed with a wooden aesthetic that complements the game's fantasy theme, adding a touch of rustic charm. This wooden style enhances the immersive experience by aligning the visual elements with the magical, nature-inspired setting of the game world.
Fig 6.3. Exit Button

Fig 6.4. Pause Button
  • Instruction Boards
Before each level begins, an interactive instruction screen will appear, outlining the player's objectives and highlighting any enemies they may encounter. This display helps prepare the player by providing clear goals and a preview of challenges specific to the upcoming level.
Fig 6.5. Instruction Board - Level 1

Fig 6.6. Instruction Board - Level 2

Fig 6.7. Instruction Board - Level 3
Final Task 2:  Art Asset Development

Fig 7.1. Art Asset - PDF
Fig 7.2. Task 2:  Art Asset Development - Slides

Fig 7.3. Task 2:  Art Asset Development - Presentation Video


REFLECTION

The working progress has been challenging, as drawing has always been a weakness of mine, and creating animations has proven to be even more difficult. I found myself struggling to bring my vision to life due to my limited drawing and animation skills (After Effect / Photoshop / Animate), and this has been a source of frustration. Additionally, my limited experience with gaming has left me unsure of what makes a game feel complete and engaging. This lack of familiarity has made it challenging to design a well-rounded experience, so I had to settle for simpler concepts, which felt limiting.

Despite these setbacks, I made a genuine effort to do my best with the resources and skills I have. While some of the assets and animations may not have reached the standards I envisioned, I still feel proud of the progress I made. This process has been a valuable learning experience, encouraging me to push through my weaknesses and adapt where necessary.

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