Game Development - Task 2: Art Asset Development

21/05/2025 - 04/06/2025  / Week 5 - Week 7

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

Game Development

JUMPLINK:

  1. Lecture
  2. Instruction
  3. Task 2: Art Asset Development 
  4. Feedback
  5. Reflection

1. LECTURE


2. INSTRUCTION


3. TASK 2: ART ASSET DEVELOPMENT

Description
Students will be given the task to produce the art asset for their games. This includes characters, environment, items, props, obstacles, power ups and HUD design.

Submission 
1. PDF or Google Doc.
2. Online posts in your E-portfolio as your reflective studies


1. Assets


(I know the sprite looks like it's bad quality, but I swear if you open the Drive, it’s actually good.)

PROCESS

First, I sketch out the enemies. There are 3 types: robot, bird, and boss. For robot and bird, I need to make each transition have sketch, line/black and white, and color. While the boss needs to have sketch, line, black and white, and color. That's why when you see this, it will probably be a lot.

First, I make the colored version, to make sure each animation is smooth before I'm making the black and white and sketch versions. 

  • Enemy 1 (robot)

This is the first one that I worked on. The idle animation was pretty good. But during the making of the transform, it looked so goofy, and I realized that I need to add more frames between them. So I added 2 more frames between them.

Fig 3.0.1 Idle Week 6 25/05/2025

After all the frames are set, I copy the file and start to make the color file into black and white. I need to put the exported color variations into the canvas again, and from that image, there is a setting for this, so I don't need to work so hard. But this setting works differently for each enemy — I need to adjust it each time so the colors make sense.

For the sketch, I was planning to make it so that it has a paper background behind them, but it turns out masking them is hard. Every time I close the file and open it again, the paper moves away from the mask, so I often go back and forth putting the paper background in place if I need to make adjustments.


Fig 3.0.2 Idle Week 6 25/05/2025

Another problem is that the paper bg texture does not show when using Gifmaker—only white background. So I try putting it in After Effect and that works, but After Effect export turns out to have a black bg. Then I have to use Gifmaker again to remove the black bg.

Fig 3.0.3 Idle Week 6 25/05/2025

Fig 3.0.4 Idle Week 6 25/05/2025

  • Enemy 2 (bird)
I did the same exact thing with the enemy. It’s just that the file is so heavy due to how rendered the colored birds are, so it often has errors. Besides that, the paper BG is also a problem as they keep moving from their original place. I can’t even open it again now. It’s completely broken.

Fig 3.0.5 Sketches Enemy 2 Week 7 3/06/2025

  • Enemy 3 (boss)
This one is harder to animate as the limbs are very gangly, and if I move it wrong, it’s going to grow wrong. I spent a lot more time on this animation than any other. I changed the attack animation 5 times too, and it looks similar to the idle.

Fig 3.0.6 Enemy 3 Artboard Week 8 10/06/2025



RESULT


2. Enemy 1 (Robot)

Fig 3.1 The early sketches Week 5 18/05/2025

Fig 3.2 The early sketches Week 5 18/05/2025

Sketch
Fig 3.3 Idle Week 6 25/05/2025

Fig 3.4 Transform Week 6 25/05/2025


Fig 3.5 Attack Week 6 25/05/2025

Line


Fig 3.6 Idle Week 6 26/05/2025


Fig 3.7 Transform Week 6 26/05/2025

Fig 3.8 Transform Week 6 26/05/2025


Color

Fig 3.9 Idle Week 6 27/05/2025


Fig 3.10 Transform Week 6 28/05/2025


Fig 3.11 Attack Week 6 28/05/2025



3. Enemy 2 (Bird)

Fig 3.12 Sketches Week 7 2/06/2025

Fig 3.13 Sketches Week 7 2/06/2025

Fig 3.14 Sketches Week 7 3/06/2025

Sketch

Fig 3.14 Transfrom Week 8 9/06/2025

Fig 3.15 Flying Week 8 9/06/2025


Line

Fig 3.16 Transform Week 8 9/06/2025


Fig 3.16 Flying Week 8 9/06/2025


Color

Fig 3.17 Transform Week 8 9/06/2025


Fig 3.18 Flying Week 8 9/06/2025


4. Enemy 3 (Boss)

Fig 3.19 Enemy 3 Artboard Week 8 10/06/2025

Sketch

Fig 3.20 Idle Week 8 10/06/2025


Fig 3.21 Attack Week 8 10/06/2025


Line

Fig 3.22 Idle Week 8 10/06/2025

Fig 3.23 Attack Week 8 10/06/2025

Black and White

Fig 3.24 Idle Week 8 10/06/2025

Fig 3.25 Attack Week 8 10/06/2025

Color

Fig 3.26 Idle Week 8 10/06/2025


Fig 3.27 Attack Week 8 10/06/2025



5. Final Submission

Drive Folder: Drive Link (My part is here)

Presentation Slides: Canva Link
Fig 3.28 PPT Week 08 11/06/2025

Art Assets: Figma Link

Fig 3.29 Art Assets Week 08 11/06/2025


4. Feedback

Week 6: 

Specific Feedback:

  • Ms. Mia said our game already has a unique idea from the "unfinished project" concept, so instead of just attacking enemies, we should change it so that when we hit them, they slowly turn from sketches into full color. So now we need to update the game concept and story to match this.

  • She also told us to just focus on making one long level because sometimes different levels can’t be combined properly.

5. Reflection

1. Experience 

Working on the enemy animations took a lot more time and effort than I expected. I had to create multiple versions for each enemy, sketch, black and white, and color. I started with the robot, then the bird, and lastly the boss. Each enemy had its own challenges, especially when making sure the transitions between frames were smooth. The boss animation was the hardest because of how tricky the limbs were to animate. I ended up changing some animations several times just to get them right.

2. Observation

I noticed that even though I followed the same steps for each enemy, the results were different. For example, the colored bird files were so heavy that the program kept crashing. The robot needed extra frames to make the transform look natural, and the sketch version gave me the most technical problems, like the paper background not staying in place after saving and reopening the file. Different tools also showed the animations differently, which made it hard to export things properly.

3. Findings

From this process, I learned that planning the animation flow ahead of time helps a lot, especially when working on layered versions. I also found out that not all design tools handle textures and transparency the same way, so I had to go back and forth between software to get the result I wanted. It’s also clear that testing animations early, like starting from the colored version, made it easier to fix problems before moving on to the other styles.




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