Games Development / Task 4: Final Project

29.06.2025 - 26.07.2025 (Week 11 - Week 14)
Gunn Joey / 0366122
Games Development / Bachelor of Design (Hons) in Creative Media
Task 4: Final Project


TABLE OF CONTENTS

1. Module Information Booklet
2. Task 4
3. Final Submission
4. Contribution
4. Reflection


MODULE INFORMATION BOOKLET



TASK 4

Timeframe: Week 11 – Week 14 

Description

1. Final Project: Playable Game (30%)
  • Students will integrate their art asset to their game development and produce a fully functional and playable game. 
2. E-Portfolio (10%) 
  • Students describe and reflect on their social competencies within the design studio context, supported by evidence. Reflect on how to empathize with others within group settings, interact positively within a team and foster stable and harmonious relationships for productive teamwork. The reflective writing is part of the TGCP. 
Submission:
  • Unity Project files and Folders.
  • Video Capture and Presentation of the gameplay walkthrough 
  • Game WebGL Build 
  • Blog post for your reflective studies.
Progress:

A. Game Cover Scene

After finishing the game cover design and animation video for Task 3, we brought everything into our Unity project. We imported the video into the game cover scene and added the UI start button we had designed earlier. We placed the start button right in the middle so it’s the first thing players see. For the title, we used the Game Bubble Font and wrote out “Seavive,” our game’s name, making it stand out as the main focus of the cover.

Fig: Game Cover Scene

B. HP

For the player’s HP, each time the player takes damage, one health point is lost. When all health points are gone, the player dies and must restart the level before they can try again to progress to the next stage.

Fig: HP Settings

C. Play/Pause Button

We implemented a script to manage the play and pause button functionality for every level. This lets players pause the game whenever they need a break and then seamlessly resume right where they left off, keeping the experience smooth and uninterrupted.

Fig: Play/Pause Button Adjustment

Fig: Play/Pause Button Script

D. Home Button

We designed a home button that, when clicked, triggers a pop-up window asking, “Are you sure you want to quit?” This pop-up gives players two clear options: a “Yes” button and a “No” button to return to the game without leaving.

Fig: Home Button Script

Fig: Home Button Script

Fig: Home Button Pop-Up Window

E. Game Rules Window

We created a game rules window for Levels 1 to 3 to guide players before they begin. The game only starts once the player clicks the “Start” button on this rules window, ensuring they’ve had a chance to read and understand the instructions first.


Fig: Game Rules Level 1

Fig: Game Rules Level 2

F. Game Settings

In our game settings, levels are designed so that only 50 fish will appear randomly. If the player fails to collect 30 fish and 2 pearls by the time all 50 fish have appeared, they will lose the level. Losing all 5 HP will also result in a defeat. The only way to win is to successfully gather the required 30 fish and 2 pearls before running out of chances or health.

Fig: Game Settings 1

Fig: Game Settings 2

G. Fish Spawner & Shark Spawner

We designed certain limitations to keep the gameplay balanced and challenging. Only 50 fish will appear in each round, spawning at random positions and swimming from right to left. Sharks are capped at a maximum of 20, also appearing randomly. In Level 1, there are no sharks, allowing players to focus on collecting fish. In Level 2, sharks swim at a speed of 10, adding more difficulty. By Level 3, their speed increases to 20, making them much harder to avoid.

Fig: Fish Spawner

Fig: Shark Spawner Level 2

Fig: Shark Spawner Level 3

H. Player

Each level features a different player character image to give the game more variety and visual interest. When the player fails to avoid an attack from a shark or collides with coral, their character switches to a hurt animation. In this animation, the player turns red to clearly show they’ve taken damage. This “hurt” state is fully set up and configured in the animator, ensuring the transition plays smoothly during gameplay.

Fig: Player Hurt Animator

Fig: Player Swim Animator

Fig: Player Hurt Script

I. Obstacle

When the player comes into contact with coral, they immediately lose one HP as a penalty. This damage brings them one step closer to losing the game, making it important for players to navigate carefully and avoid obstacles. Repeated collisions with coral can quickly drain their health, so staying alert is key to survival.

Fig: Obstacle Script 1

Fig: Obstacle Script 2

Fig: Obstacle Script 3

J. Total Prefabs

In Unity, we created prefabs for both the fish characters and the main player characters. Using prefabs allowed us to efficiently reuse these assets throughout the game, ensuring consistent appearance and behaviour while making it easier to update or modify them when needed. This also streamlined the process of spawning characters during gameplay.

Fig: Total Prefabs

Progress of All Scenes

Fig: Game Cover Preview

Fig: Level 1 Preview

Fig: Level 2 Preview

Fig: Level 3 Preview


FINAL SUBMISSION


Final Walkthrough Video:

Click here to view in Youtube.
Fig: Seavive Final Walkthrough Video by Gunn Joey & Ser Chen


CONTRIBUTION

Gunn Joey: Background Map, UI Button, Game Cover, Fish Character, Game Rules Window. 

Ser Chen: Player, Fish&Shark Character, Obstacles, UI Elements, Fish&Shark Spawner, Game Settings.


REFLECTION

Experience
Being part of this final Games Development project gave me the opportunity to work on a game from the first ideas to the completed playable version. My involvement covered both creative design decisions and practical game-building work. This meant shaping the way the game looked and felt while also making sure that what I created could be used effectively in the gameplay. Watching the project grow step by step and seeing the designs come alive on screen was one of the most rewarding parts of the process.

Observations
Through development I noticed that the smallest details in design often had the biggest influence on the player experience. Elements such as the placement of the start button, the style of text, and the smoothness of animations made the game more inviting and easier to follow. I also observed that visual consistency had a strong effect on how polished the game felt. When all elements matched in style and tone, the overall presentation became more professional and cohesive.

Findings
From this experience I learned that design and functionality must work together at all times. A visually appealing game can lose its impact if it does not guide the player clearly, while strong mechanics can feel unappealing without the right presentation. This project reinforced that thoughtful design supported by clear planning and frequent testing can make a game both attractive and enjoyable to play.


















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