Games Development - Task 2: Art Asset Development
21.05.2024 - 12.06.2024 / Week 5 - Week 8
Lim Rui Ying / 0358986
Games Development / Bachelor of Design (Hons) in Creative Media
Task 2: Art Asset Development
INSTRUCTIONS
TASK 2: Art Asset Development
We were to produce the art assets for our game, including the characters,
environment, items, props, obstacles, power-ups and HUD design.
Assets List
A) Characters
- Main character: Oliver
- Enemy 01: Grim
- Enemy 02: Flicker
- The Boss: Grimlord
B) Environment
- Tilesets
- Background
- Obstacles: Spikes, Acid pool, Asteroids
C) Collectibles
- Energy pieces
- Health pack
- Double bullet
In this task, I only managed to complete parts of the asset list and some of the animations. Below are the assets that have not been completed.
Things yet to be done:
- Character's animations
- Collectibles: Double bullet power-up
- Traps: Falling asteroids
- Buttons, HUD design: Health bar, Power bar
- Scenes: Start scene, Story cutscenes, Pause scene, Game over scene, Victory scene
Design Process
My game features pixel art style, so I decided to use Photoshop to create
the game assets and animations. For the characters, I used canvas sizes of
32x32 and 64x64 pixels. Smaller canvas sizes were used for the items and
power-ups.
I started with my main character, Oliver, using the sketches I did in
Illustrator, as well as other characters.
Fig. 1.0 Character sketches |
A) Characters
Main character: Oliver
Oliver's animations:
Enemy 01: Grim
The Boss: Grimlord
Oliver is a brave, adventurous, experienced space explorer under the ASTRA
company. He dressed up in a space suit with a jetpack at the back, holding
a gun.
Fig. 1.1 Illustrating Oliver in Photoshop |
I made two attempts at trying light and dark outlines for Oliver. Since my
game features a dark background, I decided to use the lighter outline.
Moving on, I created animations for Oliver instead of just creating static
poses for him. I realised that Oliver's legs were too close together, making
it difficult for me to animate. Thus, I adjusted his legs to be more
separated.
Fig. 1.2 Oliver attempts |
Fig. 1.3 Oliver final design |
Next, I created animations for Oliver by using frames in Photoshop. Prior to that, I researched references for each animation pose to ensure smooth transitions.
- Idle
- Move
- Jump
- Fly (jetpack)
- Attack
- Hurt
- Die
- Respawn
Enemy 01: Grim
Grims are small minions on Lumina. They can attack from close range by
shooting at the player, causing minor damage. They are about half human
height, so I used Oliver as the reference.
Flickers are the leaders of the Grim minions, known for their high damage output and long-range attacks. They are slightly taller than a human.
The Boss: Grimlord
Grimlord is the Grimey boss. Every Grimey alien should pay respect to
him and obey his rules. He travels in an advanced spaceship equipped
with rapid and high-damage laser blasters and a plasma cannon.
Fig. 4.1 Illustrating Grimlord in Photoshop |
B) Environment
Tilesets
The tiles are designed to resemble a rocky terrain, representing the rugged landscape of the Lumina planet.
Before creating the tilesets, I searched for online tutorials to
learn about the concept of tilesets and how they are combined
together.
Tutorial video: How to Make Pixel Art Tilesets by Apox
Fox
Fig. 5.1 Tileset final design |
Background [Online resources]
Since my game’s setting involves the player travelling to outer space, I searched online for a suitable space background to use in my game.
Space backgrounds https://piiixl.itch.io/space
Fig. 6.0 Space backgrounds by PiiiXL (Source: Itch.io)
Traps
Spikes
The traps serve as challenges for the player throughout the game, including spikes, acid pools, and falling asteroids. The falling asteroid trap is still in progress.
Fig. 7.1 Illustrating spikes in Photoshop |
Fig. 7.2 Spikes attempts |
Acid Pool
Fig. 7.4 Acid pool |
C) Collectibles
The energy pieces are a newly discovered energy source on Lumina. Oliver’s mission is to gather these pieces throughout the planet.
Health packs function as power-up items that restore the player’s health during the game.
Game Level Mockup
Fig. 9.0 Level 1 Mockup |
REFLECTION
When I started illustrating the characters in pixel style, I had no idea how to begin. I struggled with the canvas sizes and character animations, not knowing how to illustrate them effectively. Fortunately, with the help of some online tutorials, I got the basic concepts of pixel art and created my own. While the outcomes aren’t perfect, I’m satisfied with them and appreciate the effort I put into the work.
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