Game Development - Task 3: Game Prototype

11/06/2025 - 25/06/2025  / Week 8 - Week 10

Velicia Raquel Dewi Setiawan | 0369188 | Bachelor of Design (Honours) in Creative Media

Game Development

JUMPLINK:

  1. Lecture
  2. Instruction
  3. Task 3: Game Prototype 
  4. Feedback
  5. Reflection

1. LECTURE


2. INSTRUCTION


3. TASK 3: GAME PROTOTYPE

Description
Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset, and the use of grey boxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development. The focus should be the MVP of your game.

This includes:
  • Coding movements and actions
  • Coding obstacles and enemies’ interactions
  • Coding game levels (Logic of the game)
Requirements
Students are required to build the prototype using Unity Game Development software.

Submission 
1. Video walkthrough and presentation of the game
2. Online posts in your E-portfolio as your reflective studies


1. Asset


Figma Link - StoryLine

2. My Part

For this part of the project, I couldn’t really help with the coding since my Unity wasn’t opening properly at the time. So I had to rely a lot on Gawai and Tracy to carry me through that section. I’m really grateful to both of them for that.

Even though I couldn’t code, I still wanted to contribute somehow. I asked the others what I could do to help, and they suggested that I collect YouTube tutorials on Unity 2D platforming, so I started working on a document with helpful video links.

Fig 3.1 Youtube Tutorials Week 12 9/07/2025

Gawai also asked me to add the player sprite to the Unity folder. I had originally made a gif using After Effects, but it turns out that Unity couldn’t use that and needed the raw sprite instead, so sadly, all the time I spent animating in After Effects was kind of wasted. But at least the sprite itself could still be used.

Fig 3.2 Sprite Asset Week 12 9/07/2025

Since I couldn’t help much on the technical side, as preperation if we going to use it, I also tried to write out the dialogue between the player and NPCs. We were originally planning to do a visual novel-style interaction, so I divided the story into six parts. I also made a rough flow in Figma to help guide it. Here's a breakdown of the storyline: (Document Tutorials)

I also tried to write out some of the dialogue for the player and NPCs. At the time, we were planning to use a visual novel style for the game, so I separated the dialogue into six parts: (Figma Link)


Fig 3.3 StoryLine Week 12 9/07/2025

1. Maythem Shows Up
Maythem is an AI that lives in a creator’s program. One day, he wakes up trapped in an unfinished game.

Fig 3.4 Maytem Show Up Week 12 9/07/2025

2. Meet the First NPC / Tutorial
Maythem starts walking around. The place looks destroyed. He meets the first NPC.
→ This is where the player learns how to attack.

Fig 3.5 Meet the 1st Npc/Tutorials Week 12 9/07/2025

3. Puzzle Panel
Maythem finds an unfinished section with a panel and interaction button.
→ This is where the player learns how to solve puzzles.

Fig 3.6 Puzzle Panel Week 12 9/07/2025

4. Meet Second NPC
By now the player should know how to attack and color. The second NPC reacts to that.

Fig 3.7 Meet 2nd Npc Week 12 9/07/2025

5. Boss Battle
The player notices that the background music is gone.

Fig 3.8 Boss Battle Week 12 9/07/2025

6. Ending
Still no music. The game ends depending on what the player did:

  • Ending 1 – "Not Worth Saving": If the player skips coloring the enemies and chooses to delete the game.

Fig 3.9 ENDING 1 – “Not Worth Saving” Week 12 9/07/2025

  • Ending 2 – "Try Again": If the player colors all enemies and chooses to contact the creator.

Fig 3.9 ENDING 2 – “Try Again” Week 12 9/07/2025


I also created a rough level design, in case anyone wanted to use it. It’s more of a reference to show what’s ahead. I designed the platforms so that players can go both up and down — since the goal is to find and render all the enemies. There’s a special ending if the player colors all of them, and another one if they don’t. I wanted it to encourage thorough exploration.

Fig 3.10 ENDING 2 – “Try Again” Week 12 9/07/2025




3. Final Submission

Storyline by me

Fig 3.11 Storyline by me Week 12 9/07/2025

Gameplay by Gawai

Fig 3.12 Gameplay by Gawai Week 11 02/07/2025


4. Feedback

Week 4: 

Specific Feedback:

  • Make the information simpler.

5. Reflection

1. Experience 

During this part of the project, I couldn’t really help with the coding because Unity wasn’t working on my laptop, which was frustrating. But I still wanted to be useful, so I helped in other ways, like gathering Unity 2D platforming tutorials and organizing dialogue for the story. I also added the sprite asset (even though my After Effects animation didn’t end up being usable). I’m really thankful to Gawai and Tracy for handling the technical side when i'm not doing well mentally.

2. Observation

I realized how important teamwork is, especially when someone can’t contribute in the usual way. Everyone has different strengths, and when one person is stuck, others can step up. I also noticed that a lot of planning goes into a game before anything is actually playable, like writing dialogue, designing levels, and preparing assets ahead of time.

3. Findings

Even without coding, there’s still so much that can be done to support a project. Things like organizing ideas, writing storylines, preparing assets, and researching tutorials all help the team move forward. It also reminded me that backup plans are important, if something doesn’t work (like the After Effects animation), it’s okay to shift and reuse what you can.

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