Games Development Task 2

Melvin Yung Khun Yew | 0357241 | Bachelor of Design (Hons) in Creative Media

DST 61104 | Games Development
Week 5 — Week 7


Task 2: Art Asset Development

Moving on to task 2 of the module, I joined hands with my other gropumates to work on delivering our best, creating art assets, and making animations for our proposed game, preparing for the next development stage.





These are the jump links to each part of this portfolio



Instructions

Dr Mia Bong Mei Fern, my lecturer for the Game Development module for this April 2025 semester, gives us a heads-up on the upcoming tasks and exercises.


MIB - Module Information Booklet

To guide us step-by-step into the Unity app, Dr Mia also lectures and guides us every week on the features in Unity with practical knowledge during class.



    Work Process

    In this task 2, I'm working together with my other teammate, Lin Si Yan, to expand on our selected idea from task 1. 

    In my blog, I'm going to share my contributions to this design project proposal that I've remembered.

    For a comprehensive project proposal document, please refer to the submission section.

    Game idea proposal refining

    I communicated with my groupmates to further develop our game proposal from task 1, brainstorming ideas to fix the logical bug in our game, as well as setting solid mechanics that can become our game's selling point. Originally, our game had a shield mechanism that converted the clovers collected for players to defend themselves during the boss fight. 

    Shield system (Depreciated)




    However, after feedback from our lecturer, we realized that we need to change this. To emphasize the importance of "luck" to our game character "Luky", we have changed from a shield conversion with luck clover count to the Luck meter that is indirectly tied to a time limit before the player loses the level, subsequently increasing the game's difficulty and making it challenging. To balance out the challenge, we also added new items that randomly spawn on the level. When the players interact with them grant them a random amount of luck that can either extend their luck meter or maybe rarely will deduct the luck meter even more.

    UI element drafting and digitalization

    Subsequently, I started drafting our game's user interfaces that follow the predetermined game design direction. With several design variations that I've drafted out, I also seek confirmation and feedback from my other teammates to finalize on our UI design.

    Final design selection with my teammates through WhatsApp

    Enemy animation 

    I helped out the other teammates by tackling several major animations like the boss of two levels, focusing on different states such as the idle animation, attack animation, being hurt, and death animation. 

    I make sure to adhere to the animation style we have decided beforehand, which is to make it comically funny for the players to view when playing the game.


    Audio Effect Hunting

    I helped out the other teammates by tackling several major animations like the boss of two levels, focusing on different states such as the idle animation, attack animation, being hurt, and death animation. 

    I make sure to adhere to the animation style we have decided beforehand, which is to make it comically funny for the players to view when playing the game.

    Following the required sound effects in our game, such as the character's actions, level obstacles, enemies' actions, background music, as well as UI sounds.

    My tasks here:
    • Level BGMs
    • Character action SFX
    • UI SFX
    Level BGM
    Dividing the sound effect task with my other teammate, Yu Tian, I focused on the background music for the 3 different levels we have in our game. I was looking for audios that match the different levels' vibe, such as the peaceful morning feel at home, the funky + windy vibe at the park, and the hustle and bustling feel of the campus. During our gameplay, there will be two boss enemies that the player will face. Thus, I also account for the boss BGM that is faster-paced, beat-focused, and more nerve-wrecking music, symbolising the grand fight between players and the boss to achieve victory.

    Character action SFX
    Following the original game theme, we're to make our game mixed with elements of hilarious and goofy. Therefore, I search for the sound effects that fit with our game character's clumsy yet hilarious actions. The sound effects I've searched for are the jump action, walk action, defend action, interact with button, hurt action, death action, and collecting clover sounds.

    UI SFX
    The UI sound effects are also important for the users to determine the interactivity of our games' visuals, for example, the buttons in the main menu and also the HUD. Audios such as the button clicked sound, game loss, and game victory sound are considered in my search lists to make our game more engaging.

    Together, Yu Tian and I compiled the sound effects link inside our project's Figjam board to share the progress with each other.

    Sound effect exploration on Freesound.org

    Audio samples compilation in the Figjam board

    After this, I realized that we can utilize the free sound effects pack in the Unity asset stores, as they have much more sound consistency than the ones we found at the external sound effect sources. 


    Submission

    Presentation Slide: Canva






    My reflections

    Reflections is here, reflections is here. This is not completed yet, is not completed yet. Crazy? I was crazy once. I was locked in a room. A room filled with rats, and rats make me crazy. Crazy? I was crazy once. I was locked in a room. A room filled with rats, and rats make me crazy. Crazy? I was crazy once. I was locked in a room. A room filled with rats, and rats make me crazy. Crazy? I was crazy once. I was locked in a room. A room filled with rats, and rats make me crazy. Crazy? I was crazy once. I was locked in a room. A room filled with rats, and rats make me crazy.




    Comments

    Popular posts from this blog

    Information Design | Exercises

    Advanced Typography | Final Compilation

    Information Design | Project 1