Games Development - Task 2: Art Asset Development
20 May 2024 - 10 June 2024 (Week 5 - Week 8)
  
Task Requirements:
1. Submit art assets in a PDF or Google Doc format.
2. Publish reflective studies on your E-portfolio, documenting your creative process and insights gained during the art asset production.
- Finale Enemy: General Blitz (Big Boss)
2. Tile Sets
HUD Elements
2. In-Game HUD
4. User Input Prompts
5. Loading Screens
Gathering assets from the Internet or available online has made the task of creating this module slightly easier, as I don't feel I have the ability to bring my expectations to life through original creations. However, there are challenges that I must cope with. For instance, the entire game assets, scenes, and characters will be similar to those used by my classmates or others who take this course in the future and source their assets from the same online repositories.
To summarize, the assets used in this task were sourced from the same website but are from different themes. This might result in a somewhat inconsistent design theme, style, and storyline. I hope this doesn't turn out too noticeable.
Another challenge I face is ensuring the size and clarity of these assets are suitable for the game and whether they will work well in my next task. Lastly, on a more personal note, I am feeling quite burnt out with this module. I often find myself in despairing circumstances, which may impact my ability to successfully complete this and other modules.
Vincent Lee // 0359386 
  Games Development // Bachelor of Design (Hons) in Creative Media // Taylor's
  University
  
Task 2: Art Asset Development
INDEX
- Game Assets
- HUD Elements
  Instructions
  <iframe
    src="https://drive.google.com/file/d/1vD-mtIabKT0iHllQ8bbGS86KCa6mz200/preview"
    width="640" height="480" allow="autoplay"></iframe>
  Task 2: Art Asset Development
  We are to create art assets for our games, encompassing characters,
  environments, items, props, obstacles, power-ups, and HUD design.
1. Submit art assets in a PDF or Google Doc format.
2. Publish reflective studies on your E-portfolio, documenting your creative process and insights gained during the art asset production.
Game Assets
1. 2D Sprites- Player Character:
- Idle
- Walking/running
- Jumping
- Attacking
- Hurt/death animations
|  | 
| Figure 1.1 - Idle | 
|  | 
| Figure 1.2 - Jump | 
|  | 
| Figure 1.3 - Run | 
|  | 
| Figure 1.4 - Walk | 
|  | 
| Figure 1.5 - Attacking | 
|  | 
| Figure 1.6 - Double Jump | 
|  | 
| Figure 1.7 - Hurt/ Death | 
- Enemies:
- Attack
- Dead
- Hurt
- Idle
- Jump
- Run
- Run + Attack
- Walk
|  | 
| Figure 1.8 - Attack | 
|  | 
| Figure 1.9 - Dead | 
|  | 
| Figure 1.10 - Hurt | 
|  | 
| Figure 1.11 - Idle | 
- Level 2 Enemy: Additional 4 mode of animations
|  | 
| Figure 1.12 - Jump | 
|  | 
| Figure 1.13 - Run | 
|  | 
| Figure 1.14 - Run + Attack | 
|  | 
| Figure 1.15 - Walk | 
- Finale Enemy: General Blitz (Big Boss)
|  | 
| Figure 1.16 - Attack | 
|  | 
| Figure 1.18 - Hurt | 
|  | 
| Figure 1.19 - Idle | 
|  | 
| Figure 1.20 - Walk | 
|  | 
| Figure 1.21 - Attack | 
|  | 
| Figure 1.22 - Death | 
|  | 
| Figure 1.23 - Hurt | 
|  | 
| Figure 1.24 - Idle | 
|  | 
| Figure 1.25 - Walk | 
- NPCs:
- Idle and interaction animations
|  | 
| Figure 1.26 - Object Idle State, purpose is to deliver message. | 
- Platforms:
- Static platforms
- Moving platforms
- Breakable platforms
|  | 
| Figure 1.27 - Platforms/ Tiles | 
Figure 1.28 - Platfroms/ Tiles
- Backgrounds:
- Parallax layers for depth
- Foreground elements
|  | 
| Figure 1.31 - Billboard for foreground decoration | 
Figure 1.32 - Backgrounds for different game levels
- Collectibles (TBA)
- Materials/ Resources (ex. coins)
- Power-ups
- Health items
|  | 
| Figure 1.33 - Resources/ Materials | 
|  | 
| Figure 1.34 - Power-ups: Weapons | 
- Ground tiles
- Environment tiles (e.g., trees, rocks, water)
- Decorative tiles
|  | 
| Figure 1.35 - Environment and Decoration Tiles | 
|  | |
| 
 | 
1. Main Menu
- Play/ Replay button
- Quit button
- Background image or animation
- Health bar
- Score display
- Number of lives
- Collectibles count (e.g., coins)
- Power-up status
|  | 
| Figure 1.38 - Heads Up Display | 
3. Notifications and Feedback
- Level complete indicators
4. User Input Prompts
- Key bindings display
- Interaction prompts (e.g., "Press E to interact")
|  | 
| Figure 1.39 - Sample: Key Bindings Display (source: link) | 
- Loading bar
  Reflections
Gathering assets from the Internet or available online has made the task of creating this module slightly easier, as I don't feel I have the ability to bring my expectations to life through original creations. However, there are challenges that I must cope with. For instance, the entire game assets, scenes, and characters will be similar to those used by my classmates or others who take this course in the future and source their assets from the same online repositories.
To summarize, the assets used in this task were sourced from the same website but are from different themes. This might result in a somewhat inconsistent design theme, style, and storyline. I hope this doesn't turn out too noticeable.
Another challenge I face is ensuring the size and clarity of these assets are suitable for the game and whether they will work well in my next task. Lastly, on a more personal note, I am feeling quite burnt out with this module. I often find myself in despairing circumstances, which may impact my ability to successfully complete this and other modules.
 20 May 2024 - 10 June 2024 (Week 5 - Week 8)
20 May 2024 - 10 June 2024 (Week 5 - Week 8)








 
