Yung Siew Weng / 0339847
Game Development /
Bachelor of Design (Hons) in Creative Media
Task 2 / Game Assets Development
Task 2
MODULE INFORMATION
Game Development - Task 2 : Art Assets Development
INSTRUCTION
We are required to produce the art assets for our games which includes characters, environments, items, props, obstacles, power ups and HUD design.
EXPLORATION
01. Main Character, Nuttie
Labelled in Order :
- Idle
- Walk
- Jump
- Push
- Attack
- Hit [injury]
- Death
Fig 1.1 Nuttie Idle
This represents Nuttie in a resting state, standing still and ready for action. The idle pose shows Nuttie with a neutral expression, maintaining a vigilant yet relaxed stance.
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Fig 1.2 Nuttie, Walk (Frame)
Fig 1.2 illustrates Nuttie in a walking motion. The pose suggests forward movement and agility, reflecting Nuttie's ability to traverse the game environment with ease.
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Fig 1.3 Nuttie, Jump (Frame)
For the jumping pose, I opted for a chubby, playful style that captures Nuttie mid-jump. This pose is typically triggered when players need to navigate obstacles such as spikes or platforms, adding a dynamic element to the gameplay experience.
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Fig 1.4 Nuttie, Push (Frame)
Fig 1.4, Nuttie is engaged in pushing an object. The frames show Nuttie leaning against the object and exerting force to move it forward, indicating strength and interaction with the environment.
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Fig 1.5 Nuttie, Attack (Frame)
Nuttie here is shown in an attack pose. To stay true to the aesthetic and style direction, I designed the attack pose by throwing the nuts out to attack the enemy (Frost), which brings along a sense of "Nuttie"
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Fig 1.6 Nuttie, Hit - Injury (Frame)
When Nuttie gets hit, the body will flash momentarily, becoming slightly transparent to indicate injury (quick flash). The quick flash effect highlights the impact of damage, making it clear that Nuttie has been hurt.
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Fig 1.7 Nuttie, Death (Frame)
In this sequence, Nuttie will dissolve and disappear, indicating its defeat. The body will gradually dissolve, giving a visual cue that the game had come to an end [game over].
02. NPC Player, Chike
Labelled in Order :
- Character Design
- UI Screen
Fig 2.1 Chike's Character Design
Chike is a non-playable character (NPC) who guides the player throughout the game. Chike provides hints, tips, and crucial information to help the player navigate the levels and overcome challenges.
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Fig 2.2 Chike's UI Screen, Sample
Chike primarily communicates with the player through dialogue boxes. When players interact with Chike, they receive helpful advice and updates essential for progressing through the game.
03. Boss, Frost
Labelled in Order :
- Frost Creation
- Idle
- Attack
- Hit [injury]
- Death
Creating Frost was quite a journey. At first, I wanted to make him similar to Nuttie or Chike, but that direction ended up being "too cute" and not boss-like at all. I realised my illustration style needed to step up to give him the right vibe, or need to practice more on illustration.
Fig 3.1 Frost Creation - Attempt 1
The first attempt looked like a silly dog, and when I put him next to Nuttie, Nuttie seemed more like the boss! 😹 So, I did some research and looked for inspiration to make Frost more intimidating, or even more "garam".
Fig 3.2 Frost Creation - Attempt 2
In the second attempt, I really tried to nail the "garam" look. Frost is supposed to be a winter character, so I tweaked the colours and design to fit the icy, chilly vibe of his environment. The final Frost felt a lot more like a proper boss? I tried my best :"<
Fig 4.3 represents Frost in a resting state, standing still and ready for action. The idle pose shows Frost with a neutral expression, maintaining a vigilant yet relaxed stance.
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Fig 3.4 Frost, Walking (Frame)
Fig 4.4, Frost is depicted in a walking motion. The sequence shows the fluid movement of walking, with one leg forward and the other back, creating a sense of forward motion.
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Fig 3.6 Frost, Hit - Injury (Frame)
When Frost gets hit, the body will flash momentarily, becoming slightly transparent to indicate the injury. This quick flash effect highlights the impact of damage, making it clear that Frost has been hurt.
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Fig 3.7 Frost, Death (Frame)
In this sequence, Frost will dissolve and disappear, indicating its defeat. The body will gradually dissolve, giving a visual cue that Frost is no longer a threat and marking the end of the battle.
04. Level Traps & Props
Labelled in Order :
- Rotating Knife
- Spikes
- Boulder
- Quicksand Areas
- Failing Leaves
- Stackable Box
- Rolling Snowball
Fig 4.1 Spinner
In Level 1: Summer, players will encounter a trap known as the Spinner. The objective is to avoid getting hit by this spinning blade while collecting nuts and moving across platforms. Timing and quick reflexes are essential to navigate this challenge successfully.
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Fig 4.2 Short Spikes
Fig 4.3 Long Spikes
In the game, spikes serve as hazardous obstacles that players must avoid. The shorter spikes (Fig 4.2) are introduced in Level 1, while Levels 2 - 4 feature longer spikes (Fig 4.3). Players must jump at the right moment to avoid getting hurt or killed by these spikes.
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Fig 4.4 Rolling Boulder
The Boulder is another obstacle players will face. To progress, players need to use their mana power to push the boulder out of the way.
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Fig 4.5 Quicksand Areas
Patches of quicksand that trap players if stepped on.
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Fig 4.6 Failing Leaves
Leaves that fall intermittently, potentially obstructing the player's view or causing injury. Player here need to collect the items @ shield to protect them from the failing leaves in Level 3 : Autumn.
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Fig 4.7 Stackable Box
Boxes that players can stack to access higher platforms or create barriers.
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Fig 4.8 Rolling Snowball
Rolling snowballs that players must dodge to avoid being pushed back or injured. In Level 4 : Winter, player need to plan well on the timing to jump onto a moving platforms before hit by a rolling snowballs.
05. Collectibles & UI Elements
Labelled in Order :
- Mana Item Collectible [Nuts]
- Key Collectible
- Shield Collectible
- Mana-bar UI
- Health-bar UI
- HUD
Nuts are serve as mana items that players can collect to replenish their mana reserves. And the nuts are also serves as the items that to activate the checkpoint to pass the next level.
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Fig 5.2 Key Collectible
Keys that players must collect to unlock doors to battle with the frost in the game of the final level.
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Fig 5.3 Shield Collectible
Special items in Level 3 : Autumn that grant players temporary protection from hazards [failing leaves].
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Fig 5.4 Mana-bar UI
A visual representation of the player's current mana reserves, displayed as a bar or gauge on the user interface. When the mana bar is full, it activates the checkpoint, allowing the player to enter the next level.
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Fig 5.5 Health-bar UI
A visual representation of the player's current health reserves, displayed as a bar on the user interface. Players start with a total of five lives, and each injury causes one health unit to disappear. If all five lives are lost, the game is over.
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Fig 5.6 HUD
The HUD encompasses all user interface elements visible during gameplay, including the health and mana / collectible counters. Inspired by the design approach used in Celeste, the HUD is displayed at the top of the screen to focus on gameplay without camera follow. To blend seamlessly with the nature-themed environment, the HUD design features a "rope" hanging a board, maintaining the game's overall aesthetic.
06. Gameplay Mechanics
Labelled in Order :
- Checkpoint
- Platforms
Fig 6.1 Checkpoint Locked
Fig 6.2 Checkpoint Activated
I tweaked the checkpoint to be a tent instead of a random spot. The idea for the tent came from a previous assignment where it was Nuttie's family's home. But, this tent now serves as the checkpoint to access different levels. Initially, the tent is locked, and players need to collect a specific amount of mana to activate it. Once activated, it allows them to reach the next level, making the journey feel more connected and meaningful.
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Fig 6.3 Platform in Spring
The platforms in each level have distinct colors to match the seasonal themes: spring (soft green), summer (earthy green-brown), autumn (lush green), and winter (crisp white). These variations help visually differentiate the levels and enhance the immersive experience. While Fig 6.3 - 6.6 showcases the basic appearance, in the game, platform sizes and configurations will vary, adding unique challenges and keeping the gameplay engaging.
07. Environment
Labelled in Order :
- Level 1 : Spring
- Level 2 : Summer
- Level 3 : Autumn
- Level 4 : Winter
The environment for each level is inspired by previous artwork and combines various elements to create a cohesive and engaging atmosphere. Each level's design aligns with a specific season, offering unique visual and gameplay experiences :
Fig 7.1 Level 1 : Spring
Inspired by early spring, this level is set in a dark space rather than a typical light and charming spring scene. This unique approach adds a mysterious and intriguing atmosphere, contrasting the usual bright and cheerful springtime aesthetics.
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Fig 7.2 Level 2 : Summer
This level captures the vibrant and energetic essence of summer. Players will navigate through lush, sun-drenched landscapes filled with greenery and life.
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Fig 7.3 Level 3 : Autumn
The autumn level features warm, pinkish hues that evoke the feel of fall foliage. It’s designed to be visually rich and immersive, reflecting the beauty of the changing season.
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Fig 7.4 Level 4 : Winter
This level is set in a frosty, blue-toned winter wonderland. The environment is designed to feel cold and challenging, fitting the season's harsh yet beautiful nature.
In order to showcase the idea more visually, I created a random "prototype" in Figma that, unfortunately, cannot be played but includes some minor animations. This prototype helps illustrate the gameplay flow and how the elements interact within the game environment, including the start screen.
Fig 8.5 Game Mock Up in Figma
REFLECTION
Throughout the journey of developing game assets for Task 2, the process seemed more manageable since I already had most of the art assets from my previous assignment, allowing me to reuse and adapt existing elements, streamlining the creation process. However, I quickly realized that my illustration skills were somewhat limited, which posed a challenge when trying to create a significant impact with the game assets. The character movement poses, in particular, took longer to develop than anticipated.
To make my life easier, I decided to use Figma as the primary platform to showcase what I wanted to visualize. Figma proved to be an excellent tool for this purpose, offering flexibility and ease of use that helped prevent the "hardcore" struggles I might have faced with more complex design software. By leveraging Figma's capabilities, I could iterate quickly, experiment with different ideas, and ensure the assets aligned well with the overall game design.
This approach not only saved time but also allowed for more creativity and precision in the development process. It seems like I became more excited to see the progress in the coming assignments and to develop these assets into a real game.


















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