TASK 01 & 02 : GAMES DESIGN DOCUMENT & GAME ASSETS
TASK 01
For Task 1 of our Game Development module, our group was formed during Week 2. I teamed up with Mei Hui and Emily, and together, we began brainstorming ideas for our 2D side-scrolling game.
After some discussion, we decided to draw inspiration from a tabletop game we previously created in one of our past semester projects, titled "Sudsprite Spin." We felt that the characters and gameplay mechanics from that game had potential to be developed into a fun and whimsical digital experience.
In our 2D game adaptation, the Sudsprite becomes the main character. We wanted to preserve the bubbly, playful theme of the original game, so we incorporated elements like loofahs and bubbles as obstacles the player must avoid or interact with. The idea is to make the game both visually engaging and easy to play, while keeping the charm of the original board game.
Once the concept was finalized, we began documenting all aspects of our game in a shared presentation slide deck. We included sections on:
Game objective and core mechanics
Character backstory and setting
Types of obstacles and interactions
Visual style and inspiration
To help visualize our ideas, each of us contributed some initial sketches of the Sudsprite character and the obstacles.
In Week 4, we presented our concept to Ms. Mia. She was very satisfied with our direction.
TASK 02
For Task 2, we were required to design the game assets, and our group discussed and divided the responsibilities through our group chat. I was in charge of designing the environment, the character “Socks Guardian,” and the obstacle “Loofah.”
Initially, I started drawing the background using the IbisPaint app. However, I found that the exported image was blurry and the overall design did not meet my expectations. After receiving feedback from Ms. Mia, she pointed out that the forest-themed background felt inconsistent with Laundryland.
This made me reflect on how the environment should better represent the theme. I came up with the idea of creating a landscape where the mountains are topped with foam, like soap suds. When I shared this idea, Ms. Mia responded positively and said it was quite interesting. Encouraged by her feedback, I decided to redesign the background based on this new concept to better align with the theme and create a more imaginative setting for the game.
During this task, we are required to develop a working prototype of our game. It is not necessary to use the final art assets at this stage — placeholder graphics are acceptable. The main objective is to test and refine the core gameplay mechanics and resolve any technical issues that arise. The priority is to develop the Minimum Viable Product (MVP) of the game.
In this task, our group focused on making the main character able to walk and jump across obstacles. We also worked on implementing appropriate reactions when the character fails to overcome an obstacle. Since we were using Meihui's computer for our game development, most of the scripting work was handled by her. For this task, I focused mainly on designing the background. Initially, the background I created appeared too flat, as pointed out by our tutor, Ms. Mia. Taking that feedback into account, I made improvements by adjusting the colors and adding shadows to certain objects. These changes helped to create more depth and made the overall background visually more appealing.
Fig1.5 Final Design for background
Fig1.5 Task 3 Prototype Video
TASK 04
We are required to incorporate our completed art assets into the game and deliver a fully functional, playable version. The goal is to finalize the game with all elements—visuals, mechanics, and interactions—working together to create a complete gameplay experience.
For this task, I contributed by sourcing suitable sound effects for our game, as well as selecting background music for Level 1. I also designed the instruction pages that explain the game rules and how to win. In addition, I created a new tile design that matches the updated background for Level 1, helping to ensure a more cohesive visual experience.
Fig1.6 Design of the How to play/ Rules/ Ability Panel
Throughout the entire game development process, I had the opportunity to experience each stage of production, starting from brainstorming ideas with my team members. We discussed the game topic, gameplay mechanics, and the overall concept together. Once we finalized our idea, we moved on to designing our main character, obstacles, and background assets. During tutorials, I also learned how to set up the game scene and place the different components into Unity. As the project progressed, I contributed by designing visual elements, creating instruction pages, and sourcing sound effects and background music.
Observation
Through this project, I observed how important teamwork and communication are in game development. Each member had their own strengths and responsibilities, and we had to constantly coordinate and share progress. I also noticed that creating a playable game involves a lot of trial and error—especially when it comes to integrating visuals and coding mechanics. Additionally, getting feedback from our tutor helped us spot weaknesses in our design and make meaningful improvements, like when I adjusted the background to avoid it looking too flat.
Findings
One key thing I learned from this experience is how all aspects of a game—art, sound, interaction, and logic—must work together to deliver a smooth and engaging experience. I found that even tasks that seem small, like designing tiles or choosing sound effects, play an important role in shaping the game's atmosphere. This project gave me a better understanding of the game development pipeline and helped me improve both my technical and creative problem-solving skills.
19/05/2025 -08/06/2025 (Week 05-07) Chan Suet Yee 0358427 Bachelor of Design (Honours) in Creative Media Application Design II | DST60504 | Sec 01 Task 02 | Interaction Design Proposal & Planning LIST TABLE OF CONTENTS: 1. INSTRUCTIONS 2. TASKS 3.REFLECTION INSTRUCTIONS TASKS INSTRUCTIONS For this assignment, we are required to develop a comprehensive interaction design plan for our final web-based mobile application . The goal is to visually and conceptually prepare the user interactions and animations that will enhance the overall user experience. The key components of the assignment include: 1. Interaction Design Documents Create detailed flowcharts and wireframes to map out the user journey. Clearly show the layout of each screen and the navigation structure of the app. 2. Animation Prototyping Micro Animations : Design small interactive effects (e.g., button clicks, loading in...
03/02/2025 -11/02/2025 (Week 01-02) Chan Suet Yee 0358427 Bachelor of Design (Honours) in Creative Media Information Design | GCD60504 | Sec 01 Exercises LIST TABLE OF CONTENTS: 1. INSTRUCTIONS 2. TASKS 3.REFLECTION INSTRUCTIONS EXERCISES EXERCISE 01 - QUANTIFIABLE INFORMATION Instructions Gather a set of objects and separate it into category such as color, shape, pattern, and other quantifiable factor. Example: 1. Box of Lego 2. Jar of button 3. Jar of marble ball 4. Set of colourful rubber strap & more. In this exercise we are required to quantify our chosen objects and arrange them into a presentable layout or chart . The information must be presented as is, and we need to arrange the objects with relevant indicators written out with pens to visualize the quantity and data. The examples of objects that can be use are buttons, coins, lego pieces, M&Ms, and more. Process During our first tutorial, we were ...
Comments
Post a Comment