Games Development Task 2 - Art Asset Development
21.10.2024 - 17.11.2024 / Week 05 - Week 07
Zhao GuanMei / 0363166
Game Development / Bachelor of Design (Hons) in Creative Media
Task 2: Art Asset Development
INDEX
INSTRUTIONS
TASK 2 : Art Asset Development
< Into Grandparents' World>
*Into Grandparents' World* is an emotion-driven 2D platformer where players journey through the dreamlike memories of their grandparents, uncovering the stories of their past lives, growth, and experiences. Each level represents a different stage in the grandparents' life (childhood, student years, adulthood, and old age). Through jumping and collecting key items, players gradually unlock the grandparents' story, revealing significant moments and achievements throughout their lives.
Gameplay
1. Level Exploration
Players enter the dreamlike memories of their grandparents and explore four different life stages: childhood, student years, adulthood, and old age. Each level presents important recollections from that stage of life, and by exploring and interacting with the environment, players gradually uncover the story of the grandparents' growth and life events.
2. Terrain Challenges
The difficulty of each level's terrain increases progressively. Players must navigate by jumping and avoiding obstacles. These obstacles and terrain elements symbolize the challenges the grandparents faced during that stage of their life, such as difficult paths or complex environments.
3. Collecting Items
Players need to collect items scattered throughout each level that represent key memories of the grandparents, such as old toys, photos, and letters. Each collected item reveals a part of the grandparents’ story, providing deeper emotional insights into their lives.
4. Unlocking Memories
By collecting a certain number of items, players unlock full-memory videos for each level. These videos show in detail the grandparents' life context, achievements, and emotional journey, helping players better understand the grandparents’ lives and experiences.
Game Assets
a.Character Assets
- Player Character: A simple explorer character representing the player entering the grandparents’ dream world, designed to be easy to animate for jumping and movement.
b. Background Assets
The background of each level will be designed to reflect different stages
of the grandparents' lives, creating dreamlike memory worlds:
- Childhood : Dreamlike grassy fields, gardens, toys, etc., with vibrant colors, conveying innocence and nostalgic memories.
- Student : School environments with nostalgic classroom elements like desks, blackboards, and playgrounds, representing youth and education.
- Adulthood : The stage of struggle, with environments like office buildings, factories, and city streets, highlighting effort and perseverance.
- Old Age : Cozy, warm home scenes, such as gardens, living rooms, and old furniture, conveying a peaceful and reflective late-life atmosphere.
3. Item Assets*
- Various items representing memories, such as old photos, letters, toys, certificates, etc., each carrying significant moments and stories from the grandparents' past.
4. Animation Assets
- Jumping animation, item collection animation, opening doors, and moving obstacles—these animations need to be smooth and convey the sense of exploration and discovery.
Preparation Process: Layering and Drawing in Photoshop
1. Layering Design
Proper layering in Photoshop is essential for later adjustments and modifications. Each element should be placed on a separate layer:
Background Layer : Divide the background into foreground, middle ground, and background layers for better depth and perspective adjustments.
Character Layer: The player and grandparents’ character designs should be on individual layers for easy modification.
-Item Layer: Each item, such as photos, letters, and toys, should have its own layer to allow flexibility during the gameplay.
- **Lighting and Shadow Layer**: Use lighting and shadow effects to enhance the atmosphere and provide a more 3D feel to the scenes.
**2. Drawing Process**
Begin with rough sketches for each level’s background and progressively add detail. For example, the childhood level may feature bright colors and dreamlike elements, while the old age level could be designed using warm tones to reflect peace and nostalgia.
- **Character and Item Drawing**: Consider the emotional state of the characters in each life stage. For example, items in the student years may include books, certificates, etc., while items in the old age phase may include photos and keepsakes.
**3. Animation Production**
- Create smooth animations for jumping, item collection, and dynamic environmental elements like moving trees or falling leaves. The animation should stay simple and fluid to match the game’s overall style and mood.
Game asset Showcase
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