Game Development Task 2 Art Asset Development

10 October 2024- 28 October 2024

WANG ZILONG(0361141)

Game development | Bachelor of Design in Creative Media | Taylor's University

Task 2: Art Asset Development
Introduction


Art asset

1. Main Character Design: Give it Soul and Personality
The main character is the core of the player's interaction with the game world, so its design is crucial. The main character of "Tribal Quest" is the young tribal warrior Tuka, whose appearance and skills are designed around the theme of "tribal adventure".



(1) Appearance Design

Visual Style: Tuka's design combines the primitive tribal style with the vitality of a young warrior. His clothing is made of simple grass leaves and animal skins, showing nature and simplicity. At the same time, the amulets and patterns on his body add to the mystery of tribal culture.
Color Matching: The main colors are natural brown, green and orange, which not only highlight his adventure theme, but also make him easy to identify in the level environment.

(2) Action Performance

Tuka's skill actions (such as jumping, climbing, and rolling) show his agile and flexible characteristics through smooth animations. The core of action design is to make players feel the authenticity and feedback of the operation.

2. Traps: A balance between challenge and excitement

Traps are an important element of level design. They not only increase the difficulty of the game, but also make the player's adventure full of tension and excitement. In "Tribal Quest", trap design incorporates elements of the primitive world while focusing on the diversity of visual expression.


(1) Visual style

Spiral trap: The wooden spikes that emerge from the ground are represented by rough textures, highlighting the primitive sense of danger.
Rolling stone trap: The irregular stone shape is used, and the details of moss and cracks are added to make it blend into the environment.
Arrow: The wooden launcher is carved with tribal patterns, and the arrows are decorated with feathers, which enhances the visual sense of immersion.

(2) Dynamic effects

Each trap creates a sense of reality through animation and sound effects:

Rolling stones will slowly fall with the vibration of the ground, accompanied by a low stone collision sound.
When the arrow is fired, there will be a short bow sound, prompting the player to dodge.

(3) Gameplay Balance

The placement and triggering mechanisms of traps are carefully designed to balance challenge and playability. For example, in the early stages, there are fewer traps and they are easier to avoid, while in the later stages, multiple traps are combined with time limits to increase the player's reaction and difficulty of operation.

3. Background & Tilesets: Building an Immersive World

The background and tile sets of "Tribal Quest" are based on the theme of "primitive tribal world". Through rich visual details and dynamic elements, they present a vibrant adventure environment for players.





(1) Background Design

Forest Secret Realm: The background is composed of tall trees, vines and glowing mushrooms, creating a mysterious and lush atmosphere. The addition of dynamic effects of mountains and clouds in the distance gives the picture more depth.
Ancient Ruins: Background elements include broken stone tablets, pillars carved with tribal totems and moss covering the ground, conveying a sense of vicissitudes of time.

(2) Tileset Design

The tilesets for each level correspond to the theme of the scene:

The tiles in the forest level are covered with tree roots and soil textures, with leaves and vines dotted in the details.

The tiles in the ruins level have stone textures, with broken and scratched designs, which enhance the feeling of ancient civilization.

(3) Dynamic details

Light and shadow effects: Add light spots and dynamic shadows to the background to make the picture more vivid.
Environmental interaction: For example, when the player climbs the vines, the vines will shake slightly, adding realism.
Through the design of the background and tiles, I strive to build an adventure world full of vitality and immersion.

4. Level Scene Mockups: From Sketch to Implementation

In the early stages of game development, level scene sketches are an important tool for planning level layout and visual expression. The scene sketches of "Tribal Quest" are developed from two dimensions: functionality and artistic expression.

(1) Scene Layout

The sketch of each level specifies the following:

Path planning: Design the player's route through platforms, vines, and obstacles.

Trap placement: Mark the location and trigger range of traps to ensure the challenge of the game.

Item collection: Arrange the distribution of food and gold coins to encourage players to explore.

(2) Art presentation

In the sketch, I marked the main elements of the scene with simple lines and colors:

Blue areas represent climbable vines.

Red areas mark dangerous traps.

Green areas are distribution points for collectible items.

(3) From sketch to final effect

When making the actual level based on the sketch, I will constantly adjust the layout to ensure the rhythm of the level and the player experience. For example:

The trap spacing in the initial sketch may be too large or too small, and needs to be optimized through actual testing.

Add dynamic background elements (such as flying birds and flowing water) to enhance visual appeal.

Through the level scene sketch, I achieved a smooth transition from design concept to specific level.

Google link over here: 
Conclusion

The significance of art design
In the development process of "Tribal Quest", the design of art assets is not only a display of visual effects, but also an important pillar of gameplay and experience. From the image of Tuka, to the dynamic performance of traps, to the detailed construction of backgrounds and plots, every detail adds a unique atmosphere and charm to the player's adventure.

Art design made me deeply realize that a successful game must not only have excellent gameplay design, but also create an unforgettable world for players through visual and interactive elements. In the future, I hope to further improve the art asset design of "Tribal Quest" so that more players can feel the charm of the game.

Comments

Popular posts from this blog