Game Development | Task 2 : Art Asset Development
22/05/2025 - 08/06/2025 (Week 5 - Week 7)
Yong Xiao Tong / 0368290
Game Development / Bachelor of Design (Honours) in Creative Media
Game Development / Bachelor of Design (Honours) in Creative Media
Task 2: Art Asset Development
In this task, we need to create the art assets for our game.
This includes designing characters, environments, items, props, obstacles, power-ups, and the HUD.
Characters
Our game features 4 characters: 1 protagonist and 3 unique enemies.
- Aura (Protagonist)
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boost |
- Human patrol (Enemy)
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human patrol |
- Dog (Enemy)
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idle |
- Owl (Enemy)
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idle |
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attack |
NPC
- Firefly
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firefly |
Effect
UI Elements
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home |
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grass |
direction signboard
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box |
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ladder |
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moon |
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spike |
Backgrounds & Tileset
For our game, we designed four unique levels, each with its own distinct background to reflect the environment and mood of the stage.
Background design process in Adobe Illustrator
The backgrounds are as follows:
BG#1: City street scene, filled with urban elements and modern structures.
BG#2: Gritty back alley, giving a more mysterious and shadowy atmosphere.
BG#3: A tranquil park forest, rich with greenery and natural elements to offer a fresh change of pace.
BG#4: The open and breezy windy fields, with wide landscapes and a peaceful sky.
To maintain consistency across all levels, we used a stone-textured tileset for the platforms and terrain. This texture provides a solid, slightly rugged look that works well with both urban and natural environments, giving our game a cohesive visual style.
Asset Drive Link: https://drive.google.com/drive/folders/1Fn8NzhsXnbKeQbCIM35EA_V9_-HBpB7_?usp=sharing
Final Presentation Slide
Art Asset
Reflection
Creating the art assets for the game was both challenging and rewarding. Since I used Adobe Illustrator, I had to think carefully about shapes, colour, and consistency across characters, environments, and UI elements. Designing each background to match the mood of its level helped me learn how visual storytelling works without dialogue.
Overall, this part of the project really improved my understanding of game art pipelines and the importance of keeping a consistent visual language throughout the game.
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