07.05.2025 - 08.06.2025 (Week 4 - Week 7)
Gunn Joey / 0366122
Games Development / Bachelor of Design (Hons) in Creative Media
Task 1: Art Asset Development
Timeframe: Week 05 – Week 07
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:
To start with the task, I contributed by drawing the fish characters in a
colourful 2D cartoon style, giving them a playful and friendly appearance to
match the lighthearted underwater theme of the game. I focused on making each
fish visually distinct through variations in shape, colour and expression,
ensuring they would be easily recognisable to players while adding charm and
personality to the gameplay experience.
I used Procreate to design and illustrate each character,
After discussing with my group member, we decided not to use the epic
fish I had drawn, as we wanted to simplify the gameplay and focus more
on enhancing the overall player experience. Since we had already set
several skills for the gameplay, adding epic fish could make the game
more complex than intended. By streamlining the design, we aimed to keep
the mechanics clear and enjoyable while maintaining the core experience
we envisioned.
Fig: Corala Animation
I contributed by designing and animating the sea creature characters, creating the UI buttons, designing the background maps, and producing the UI cover design. Also, I animated the game cover.
Gunn Joey / 0366122
Games Development / Bachelor of Design (Hons) in Creative Media
Task 1: Art Asset Development
TABLE OF CONTENTS
1. Module Information Booklet
2. Task 2
3. Feedback
4. Reflection
MODULE INFORMATION BOOKLET
TASK 2
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:
- PDF or Google Doc
- posts in your E-portfolio as your reflective studies
A. Progress:
Fig: Me with Cute Colourful Fish ><
Fig: Fish1
Fig; Fish2
Fig; Fish3
Fig: Enemy - Shark
Unused Epic Fish:
After completing the character designs, I first created the animations
in After Effects, focusing on smooth, natural movements that would bring
each character to life. Once the animations were finalised, I exported
them as sprite sheets in Adobe Illustrator, arranging each frame in
sequence to ensure they could be seamlessly integrated into the game.
This workflow allowed me to maintain high animation quality while
preparing assets in a format optimised for development.
Fig: Epic Fish1
Fig: Epic Fish2
Fig: Epic Fish3
Adobe After Effects Animation:
Fig: Blinky Animation
Fig: Zippy Animation
Fig: Shark Swim Animation
Fig: Shark Bite Animation
Sprite Sheet:
Fig: Blinky Sprite Sheet
Fig: Corala Sprite Sheet
Fig: Zippy Sprite Sheet
Fig: Shark Bite Sprite Sheet
After creating the character animations and sprite sheets, my
group mate and I moved on to designing the UI buttons in
Procreate. We focused on creating buttons that matched the game’s
colourful underwater theme, using rounded shapes and vibrant
colour. This helped ensure the interface felt cohesive with the
overall visual style of SeaVive while remaining clear and easy for
players to interact with.
Fig: UI Buttons in Procreate
Fig: Progress in Adobe Illustrator
Main Character:
For the diver character, we designed multiple forms and actions to represent different gameplay states, such as swimming, dashing, dying, taking damage, activating the shield, catching fish, and transforming. These variations allow the character to visually reflect in-game events, making the gameplay more dynamic and immersive for players.
Fig: Main Character Actions
Fig: Main Character Actions
Fig: Main Character Actions
Background Map:
For each level’s scene map, we created visuals that show the diver’s descent into the ocean. In Level 1, the environment is bright with turquoise waters, colourful coral, and calm schools of fish, giving players a clear and simple space to learn the controls. As the diver moves deeper, the colours gradually darken and the atmosphere changes, signalling a shift toward more dangerous waters.
By Level 3, the ocean is much darker with deep blues and purples, and light is limited. There are more fish to catch but also more hazards such as coral, rock and sharks that appear more often. This progression in colour and obstacle density reflects the increasing difficulty and makes players feel the challenge of surviving in deeper waters.
Fig: Level 1 Map Design
Fig; Level 2 Map Design
Fig: Level 3 Map Design
Game Cover:
We then moved on to designing the game cover, using AI-generated imagery as a starting point while ensuring it followed our established art direction. The AI output provided a base composition and visual elements that we could adapt and refine to match the style and tone of SeaVive. By aligning the design with our chosen colour palette, underwater theme, we were able to create a cohesive cover that represented the game’s identity and captured the attention of potential players.
Fig: Game Cover
We also created an animated version of the game cover, adding our own ideas to bring it to life. This included animating bubbles rising through the sea water, subtle movements of the coral, and gentle swaying of the seaweed to create a more dynamic and immersive underwater atmosphere.
Fig: Animated Game Cover
B. Final Submission
Contribution Table:
Ser Chen contributed as the art director and worked on the UI kit, UI element design and animation, overall UI layout, button designs, character design and background maps.
Ms. Mia commented that the fish character animation could be improved, so we refined it to achieve smoother and more polished movement. Before that, we had completed the map design and continued with the development of Task 2. As we reached the final stages, we focused on finishing all remaining work to ensure we were prepared to start Task 3.
Experience
Working on SeaVive was an engaging and productive process that allowed me to turn a childhood memory into a game concept while building my skills in digital illustration and animation. I began by designing sea creature characters in Procreate, focusing on bright colours, varied shapes, and clear details to make each character unique. I then animated them in After Effects with smooth and natural movement before converting them into sprite sheets for gameplay use. This process helped me understand how to prepare artwork for functional use in a game while balancing quality and technical requirements. Working with Ser Chen made the process more efficient as we discussed ideas, divided responsibilities, and kept all visual elements consistent across characters, UI, and background maps.
Observations
I observed that combining creativity with feedback improved the quality of our work. For example, Ms. Mia’s comment about refining the fish animation encouraged us to revisit and improve the movement, which made the animation smoother and more visually appealing. I also saw how changing the colour palette and increasing obstacles in later levels naturally conveyed progression and difficulty without altering the main gameplay mechanics. Planning the art style and UI early helped us maintain consistency and reduced the need for later adjustments.
Findings
I found that keeping gameplay simple can make the overall experience stronger. We decided not to use the epic fish designs I had created to avoid unnecessary complexity and focus on the core experience. This allowed us to spend more time polishing the essential features of the game. I also learned that clear communication and organised file management made collaboration easier and more efficient. Regular refinement based on feedback played an important role in improving our visuals, animations, and overall game feel, helping us achieve the vision we set out to create.
FEEDBACK
REFLECTION
Working on SeaVive was an engaging and productive process that allowed me to turn a childhood memory into a game concept while building my skills in digital illustration and animation. I began by designing sea creature characters in Procreate, focusing on bright colours, varied shapes, and clear details to make each character unique. I then animated them in After Effects with smooth and natural movement before converting them into sprite sheets for gameplay use. This process helped me understand how to prepare artwork for functional use in a game while balancing quality and technical requirements. Working with Ser Chen made the process more efficient as we discussed ideas, divided responsibilities, and kept all visual elements consistent across characters, UI, and background maps.
Observations
I observed that combining creativity with feedback improved the quality of our work. For example, Ms. Mia’s comment about refining the fish animation encouraged us to revisit and improve the movement, which made the animation smoother and more visually appealing. I also saw how changing the colour palette and increasing obstacles in later levels naturally conveyed progression and difficulty without altering the main gameplay mechanics. Planning the art style and UI early helped us maintain consistency and reduced the need for later adjustments.
Findings
I found that keeping gameplay simple can make the overall experience stronger. We decided not to use the epic fish designs I had created to avoid unnecessary complexity and focus on the core experience. This allowed us to spend more time polishing the essential features of the game. I also learned that clear communication and organised file management made collaboration easier and more efficient. Regular refinement based on feedback played an important role in improving our visuals, animations, and overall game feel, helping us achieve the vision we set out to create.
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