Week 05 - Week 07
Ahmad Firas Bin Ahmad Fisal | 0345121
Games Development | Bachelor of Design (Hons) in Creative Media
Task 02: Art Asset Development
INSTRUCTIONS
TASK 02: ART ASSET DEVELOPMENT (Status: Completed)
Students will be tasked with producing the art asset for their games.
This includes characters, environment, items, props, obstacles, power-ups and HUD design.
Checklist:
Character Design
- Sprites and Static Poses
- Enemies
- Boss (Final Level)
Game Environment Design
- Background
Game User Interface (UI) & Sound Effects
- Game HUD
- Weapons and Effect
Before documenting my art assets, I would like to list down a few websites that I have used to gather the game assets from;
- https://craftpix.net/
- https://kenney.nl/assets
- https://www.youtube.com/watch?v=G-fr0Ha9d4g&t=82s
- https://www.freepik.com/author/stockgiu
Character Design
- Princess
- Monsters / Creatures
- Final Boss
Princess:
When going through Craftpix, I would like to have the main character, Princess be in a knight suit of some sort to showcase her identity as the princess whose throne is infiltrated by the evil sorcerer.
These are the four main poses that build up this character's sprites which includes;
- Idle
- Walking
- Running
- Jumping
![]() |
| Style: Idle |
![]() |
| Style: Walking |
These two poses attached below are attacking-involved. The first is the character's pose if it gets hurt and the other is for the character being dead after losing its in-game life.
The attack poses, should be separated to visualise better. I have yet to confirm which combination I want to use for the proposed game. However, four poses are now currently here for documentation purposes.
![]() |
| Pose: Attack 02 |
![]() |
| Pose: Attack 03 |
![]() |
| Pose: Attack 04 |
Creature:
Creature 01: Beserk Orc
- Attached below are Walking, Running, Hurting, and Dying character sprites only as they do not perform any other action besides these;
![]() |
| Style: Running |
![]() |
| Style: Dead |
2 poses below for Beserk Orc are attacking poses, two different variations are provided because there are times when the berserk will be walking towards u and attack immediately followed by an idle attacking pose for when they are attacking the main player right in front.
![]() |
| Pose: Attack 01 |
![]() |
| Pose: Run+Attack |
Final Boss (Sorcerer) and Visual Effect (Fire Sprite):
Under the final boss category which will be the evil sorcerer, there is also a fire sprite accompanying due to the attacking visual effect of the sorcerer would be in fire form;
Sorcerer:
These are the main 4 movements of the sorcerer; Idle, Walking, Running, Jumping
![]() |
| Style: Running |
The two poses below are specifics for when the sorcerer is hurt by the main player's attacks and dying visual sequence;
![]() |
| Effect: Fire Attacks |
![]() |
| Pose: Attack 01 |
Game Environment Design
Background:
As proposed, there are three levels and all three depict different environments for this game.
1. Enchanted Forest
2. Castle Dungeon
3. Throne Room / Castle Ground*
*subject to change: depending on the art background consistency during the asset-acquiring stage
![]() |
| Concept: Level 01 - Enchanted Forest |
The collage of images attached above is the whole concept for Level 01: Enchanted Forest. The overall level labelling showcases a sequence of images lined up in a row to show the concept. Obstacles are shown as well, which will be the pits of fire, enemies, boxes, etc. and the main objective is shown as well in the form of a key. This can be seen from the first photo from the right of the second row. The final row showcases how it would look like towards the end of the level where the background is also showing the castle-- to visually explain to players that we are reaching the castle grounds and end up meeting a door on a castle-like wall that acts as a portal to the next level.
![]() |
| Concept: Level 02 - Castle Dungeon |
Moving on to Level 02: Castle Dungeon, this series of images depicts the whole concept of this particular level with the darkened environment with fire elements across the level that evokes a daunting and eerie game environment, the main objective for this level is to obtain the shield item before moving on to the final level. The image on the third row, next to the words obstacles & objective shows how the shield would appear to the player. Lastly, the final two images are stacked on top of one another on the right side of the concept slide would be the door that the player needs to pass through to move on the the final level where players will be fighting off the minions and the sorcerer as the boss battle.
![]() |
| Concept: Level 03 - Castle Ground |
As for the final level, although the main obstacles are the typical ones such as the boxes, barrels, etc. There will be a time when a wave of orc berserk will come attacking under a certain period indicated by a bar in the game's interface. After defeating the berserk, the evil sorcerer will be there attacking with his firepower and the player is then required to withstand the attacks and also return the attacks to weaken the sorcerer. When the sorcerer has finally been killed by the player, the game ends and moves to a final cut scene before ending the game entirely.
Game User Interface (GUI) & Sound Effects
Game HUD (Heads-Up Display)
Cursors:
![]() |
| GUI: Cursors |
Bars:
| GUI: Health Bar |
![]() |
| GUI: Energy Bar |
Buttons:
![]() |
| GUI: Buttons |
![]() |
| GUI: Buttons (Preview) |
In-Game Assets (Collectibles, Obstacles)
Lives (Heart), Sword, etc.:
| Asset: Collectible Icons |
Shield:
| Asset: Shield |
Extras:
![]() |
| Extras: 01 |
![]() |
| Extras: 02 |
Weapon & Effects
Princess:
![]() |
| Weapon: Princess |
Orc Berserk:
![]() |
| Weapon: Berserk |
Sorcerer:
![]() |
| Weapon: Sorcerer (Fire) |
![]() |
| Weapon: Fire |
Video Presentation
Click Here: https://youtu.be/stkjxSmkr3A
Reflection
It has been a journey trying to locate all of these assets that would suit my vision of how my game would look like. The amount of Google tabs I have on for this asset collection is too much to the point where my laptop starts lagging. However, I'm glad that I had found all of the things I wanted to find and would like to see where does this bring me in my next stage of this module where Unity is now involved for the development of the game.





































Comments
Post a Comment