Games Development - Task 2: Art Asset Development
- Import Your Sprite: Add your custom sprite or sprite sheet to the project.
- Select the Player Object: In the Hierarchy, click on
Player(the prefab). - Swap the Sprite: In the Sprite Renderer, replace the default sprite with your own.
- Update Animator (if needed): Assign your Animator Controller and animations.
- Adjust Collider: Resize Box Collider 2D to fit your new character.
- Apply Changes: Click Overrides > Apply All or save as a new prefab.
- Design game art assets: characters, environment, props, obstacles, HUD, power-ups
- Focus on creativity and conceptual ideas
- Submit: PDF or Google Doc, E-portfolio post
3. TASK 2: ART ASSET DEVELOPMENT ⊹ ࣪ ˖₊˚⋆˙⟡
- Subject #02 (Main Character)
- Ghosts (AI Echoes)
- Malfunctioning Machines
- Monsters Born from Failed Experiments
- Dr. XX (Final Boss)
Initial sketches, exploring different silhouettes and personality traits for each character type. My goal was to create a distinct visual language for each category while ensuring they all felt like part of the same world. Final sketches, focusing on clearer shapes, stronger poses, and more expressive details to support animation. Color testing for Subject #02, experimenting with a few different palette variations to find one that would stand out against the game’s atmospheric background while preserving the character’s mysterious yet sympathetic presence. This character design process helped define the game’s overall tone and provided a solid foundation for animation and gameplay development.
Character Design - Sketches
Character Concept Evolution – Initial vs. Final Sketches
The initial sketches present rough, exploratory designs focused on establishing distinct silhouettes and personalities for each character. Subject #02 starts as a simple, smooth figure with rounded features, while the Ghost is portrayed with exaggerated drapery and shadowed eyes. The Malfunctioning Machine and Monster Born from Failed Experiments have compact, bold forms with clear, readable shapes, and Dr. XX appears more human, heavily armored and menacing.
In the final sketches, each character is further refined with more defined details and adjusted proportions to better reflect their roles in the game. Subject #02 gains additional markings and sleeve-like arms to enhance its identity. The Ghost’s form becomes smoother and more emotionally expressive. The Malfunctioning Machine now includes a stitched crack, warning symbols, and sharper eyes, emphasizing its corrupted state. The Monster appears more hostile and unstable with larger claws and a stitched mouth. Dr. XX transforms dramatically—now wielding a trident and featuring mechanical arms, a floating halo, and a more stylized, villainous appearance—solidifying his presence as the final boss. The evolution reflects improved character clarity, personality, and alignment with the game's tone.
Work Progress in Adobe Illustrator
Feedback: The character design could be further refined to better match the style and atmosphere of the background for a more cohesive look. (Further Refinement in Task 3)
πCharacter Design Reflection: Initial Style vs. Game Atmosphere
In the initial character lineup, each design establishes a strong visual identity and contributes distinct personality traits to the game world. From the mysterious Subject #02 to the final boss Dr. XX, the silhouettes and expressions clearly communicate each role. However, stylistically, the flat line-art and minimal shading of the characters contrast heavily with the depth and mood of the game’s background environment. This creates a visual disconnect that slightly breaks immersion.
To strengthen the overall cohesion, the character designs could be refined with more depth, texture, and painterly treatment that echo the soft gradients and rich atmosphere of the game world. For example, subtle shadows and lighting effects could be introduced to the characters, while maintaining their clean shapes and charm. The goal isn’t to overhaul their identity but to blend them more naturally into the game’s universe. With a consistent rendering style, the characters will feel like they truly belong in the eerie, mysterious world they inhabit—enhancing both storytelling and player engagement.
Characters' Animations
For this task, I created rough animation loops for three enemy types: the Monster Born from Failed Experiment, the Malfunctioning Machine, and the Ghost (AI Echo). These early tests focus on establishing movement flow and silhouette clarity. Each character includes four main states: Idle, Walk/Fly, Attack, and When Die, animated in a looping sequence to represent their behavior in-game.
My teammate, Yang Zhi Qing took charge of the level design, creating four uniquely styled environments: Level 1 - Lab Room, Level 2 - Corridor, Level 3 - Sewer, and Level 4 - Boss Room. Each area is thoughtfully composed with distinctive shapes, layered depths, and atmospheric lighting to guide the player's exploration. The visual tone shifts across levels to reflect different narrative moments, from eerie scientific ruins to high-tech chambers. Her work effectively establishes the environmental storytelling and supports smooth platforming gameplay flow.
- Character – 03
- Environment – 04
- Items and Props – 10
- Obstacles – 12
- Power-ups – 15
- Heads-Up Display design – 16
I started the process by collecting references and creating a visual moodboard that would help me stay consistent in terms of style and tone. I experimented with a range of art directions—sketchy vs. polished, pastel vs. vibrant, detailed vs. minimal—before settling on a color palette and style that truly captured the atmosphere I envisioned for the game. That part of the process made me reflect a lot on how visual elements influence player emotion and storytelling.
One of the most enjoyable parts for me was definitely character design. I wanted the characters to feel alive—not just in motion, but in personality. I challenged myself to convey their roles, backstory, and emotions through facial expressions, posture, clothing, and color. It felt like I was bringing my game’s narrative to life visually, and I tried to make each character not just functional, but memorable.







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