Games Development - Task 2 : Art Assets Development
21/04/2025 - ( Week 1 - Week 4 )
Ho Winnie / 0364866
Games Development / Bachelor's of Design Honors In Creative Media
Task 2 : Art Assets Development
1. Task 2 - Art Assets Development
My Contribution :
For my part in this project, I served as the group leader, taking responsibility for coordinating tasks across the team, ensuring deadlines were met, and preparing all necessary presentation slides. In addition to managing the workflow, I also contributed significantly to various design aspects of the game.
🎮 Game Design Contributions:
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Enemy Design: Sand Fox, Scorpion, and Mummy
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Minion Design: Howling Scorofox, Fox Turret, and Bone Wrap Shield
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Boss Design: The Tomb Keeper (Level 1 boss)
🌍 Environment & Game Elements:
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Environment Design: Level 1 layout and starting page scene
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Game Elements: Treasure Chest, Scarab (special crafting item), Potion, and the in-game Handbook system
🎨 Visual & Audio Assets:
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Designed all promotional posters for the game
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Handled audio design for character animations, enhancing feedback and atmosphere
By balancing leadership duties and creative tasks, I ensured our team maintained a clear direction while contributing to the game's visual, interactive, and narrative depth.
Enemy Design : Sand Fox
I first began my work by focusing on the enemy design for the Sand Fox. To develop a distinct look and feel, I started by conducting reference research, exploring real foxes as well as mythical and stylized versions found in other games and animated media. This helped me understand how to combine elegance and agility with a mystical twist that fits our ancient Egyptian theme.
| Fig 1.1 Some examples of Sand Fox |
The Sand Fox is known for its distinctive square-shaped head with narrow, slanted eyes that give it a cunning and almost judgmental look—perfect for humorous or mystical character design. Its large ears not only help regulate heat in desert environments but also enhance its keen sense of hearing, making it an agile and perceptive predator.
I then proceeded to the sketching phase, where I explored different body shapes, ear sizes, and tail designs to emphasize its role as a cunning and magical creature. My goal was to give the Sand Fox a sleek silhouette with a touch of mystery, while still aligning with our game’s stylized and slightly humorous aesthetic.
| Fig 1.2 Sketches of Sand Fox |
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| Fig 1.3 Outline Vector of Sand Fox |
Next, I moved on to the coloring phase, where I carefully selected a warm palette that reflected the Sand Fox’s desert origins—using tones of sandy beige, reddish-browns, and glowing pink accents to maintain its mystical aura. I then added subtle yet meaningful Egyptian-inspired elements, such as hieroglyphic-like tattoos on its ears and body, to reinforce the character’s connection to ancient magic. These markings were designed to feel both ornamental and symbolic, giving the Sand Fox an identity that fit seamlessly within the game’s cultural and fantasy setting. The pink gradient tail was also shaded with gradients to emphasize its magical nature and charm effect.
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| Fig 1.5 References for Scorpion |
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| Fig 1.7 Scorpion Outline |
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| Fig 1.8 Scorpion Illustration |
| Fig 2.0 Mummy Sketches |
| Fig 2.2 Mummy Illustrations |
To begin, I gathered references of a hybird scorpion, focusing on key traits like the scorpion’s segmented tail and the fox’s slender body and expressive eyes. I also looked at mythical hybrid creatures to understand how to merge two species into one cohesive, readable silhouette. This research helped identify which anatomical features to prioritize from each creature to convey both agility and threat.
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| Fig 2.3 Reference on Mystical Creatures |
With my references in mind, I began sketching concepts that blended the elegant, cunning shape of a fox with the armored features of a scorpion. I explored tail placement, limb thickness, and facial expression to find a balance between mystical charm and danger. Multiple poses were drafted to visualize how the creature would look when idle, attacking, and taking damage, ensuring it would animate smoothly while retaining its identity.
| Fig 2.4 Sketches on Howling Scorofox |
Once the final concept was selected, I created a clean digital outline. I emphasized sharp curves on the claws and tail, while softening the fox-like features around the face and ears to preserve its agility and cuteness. I made sure the line work was consistent with the game’s stylized art style—using thick outer contours and controlled inner lines to highlight important features like the magical tail curl and piercing eyes.
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| Fig 2.5 Outlines of Howling Scorofox |
In the coloring stage, I merged earthy tones from the desert—rich browns and muted oranges—with mystical accents like a glowing, dual-tone tail. Inspired by the Sand Fox’s visual effects, I incorporated golden magical energy swirls to represent its sonic abilities. Golden Egyptian motifs were added subtly to its ears and paws to tie it into the world’s lore. The scorpion claws and armor plating received shaded highlights to contrast with the smooth fur sections, visually reinforcing the hybrid identity.
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| Fig 2.6 Howling Scorofox Illustrations |
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| Fig 2.7 References of animals inside a pot |
I started sketching silhouette variations to explore how the turret’s form could reflect both fox-like grace and pot-like stability. I experimented with base shapes that resembled ancient urns or statues, combined with fox ears, magical glyphs, and a tail-inspired barrel. I also visualized poses for idle, charging, and firing states—focusing on balance and clarity to ensure the turret’s structure would read well during gameplay.
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| Fig 2.9 Outline of Fox Turret |
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| Fig 3.0 Fox Turret Illustrations |
Minion Design : Bone Wrap Shield
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| Fig 3.1 Bone Shields References |
In the sketching stage, I explored various body shapes—circular, bulky, and wall-like—to emphasize the Bone Wrap Shield’s purpose as a tanky, immobile unit. I drew several front-facing and side-facing sketches to test how the bones and wrappings could spiral or crisscross across the body like protective armor. The challenge was to make it look defensive but still slightly alive, hinting at its undead origins. I also explored how arms or shields might animate defensively (e.g., crossed, braced, or raised).
| Fig 3.2 Sketches of Bone Wrap Shield |
After finalizing the preferred sketch, I moved into outlining. I used clean, bold lines to define the major shapes, especially the layered wrapping around the body and the jagged skeletal armor across its front. I added visual weight to the hands and reinforced the silhouette with sharp bone protrusions and thick bandage wraps. The outline was kept consistent with the game’s cartoon-stylized look, ensuring it would remain readable during gameplay even when overlapping other units.
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| Fig 3.3 Outlines of Bone Wrap Shield |
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| Fig 3.4 Bone Wrap Shield Illustrations |
Boss Design : The Tomb Keeper ( Level 1 Boss )
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Egyptian sarcophagi, burial chambers, and mummified priests
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Large, lumbering undead characters from games like Hades, Hollow Knight, and Dead Cells
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Stone textures, rusted iron, heavy chains, and cursed coffins
I envisioned him as a cursed, half-mummified titan dragging a coffin weapon chained to his back—slow but devastating in attack. The coffin becomes a central mechanic and part of his silhouette.
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| Fig 3.5 References For Boss |
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| Fig 3.7 Outline of The Tomb Keeper |
For the Tomb Keeper’s color palette, I chose a deep, desaturated blue for his body to evoke a cold, undead aura while contrasting against the warmer tones of the environment. This dark blue enhances his intimidating presence and symbolizes his cursed, spectral nature. In contrast, I used earthy browns and faded golds for his weapon—the coffin—and its chains, drawing inspiration from traditional Egyptian artifacts and burial elements.
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| Fig 3.9 Reference Images For Starting Page |
I began by drafting the initial sketch for the starting page layout, focusing on composition and visual hierarchy. I positioned the coffin at the center to serve as the visual anchor, ensuring it draws immediate attention. Around it, I loosely outlined supporting elements like cracked stone tiles, pyramid walls, and decorative relics to create an immersive setting. My goal was to balance negative space with detailed assets to guide the player’s eye naturally toward the coffin, while setting a mysterious and foreboding tone right from the first screen.
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| Fig 4.0 Initial Sketch For Starting Page |
Next, I moved on to adding colors and refining the visual elements. I carefully selected a muted, sandy palette for the background to reflect the dusty atmosphere of an ancient tomb. The coffin was given extra attention—textured with cracks, golden accents, and glowing glyphs to make it visually distinct and thematically central.
Draft 1:
This initial draft established the core composition of the start screen. The coffin was centered to reflect the game’s theme of soul collection, surrounded by pyramid-inspired assets like jars, torches, and sandstone pillars. While it successfully introduced the game's concept, the background appeared flat and the UI lacked visual hierarchy, making it harder for players to focus on the main call-to-action buttons.
Draft 2 – Improved Background Shading and Title:
In this version, I enhanced the visual depth of the scene by adding gradient shading to the background and a more defined floor-to-wall transition, creating better atmosphere and focus. The title font was updated to be bolder and more thematic, with a golden tone and spacing that draws the player's eye toward the game’s name. These adjustments helped create a stronger visual anchor and a more polished first impression.
Draft 3 – Improved UI Buttons:
For the final draft, I focused on refining the UI buttons. I gave them clearer shading and added contrast with darker outlines and shadowing to create a subtle 3D effect. This makes them more prominent and clickable while maintaining their consistency with the Egyptian theme. Together with the improved title and background from Draft 2, this version presents a cohesive, professional starting page that visually communicates the tone and mechanics of Sands of the Stolen Heart.
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| Fig 4.2 References For Level 1 |
I started the environment design process with a rough sketch to lay out the composition and spatial flow of The Lost Tomb. My goal was to map out the major landmarks—such as the central treasure mound, scattered coffins, and towering Pharaoh hound statues—while keeping in mind player navigation and visual storytelling.
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| Fig 4.3 Sketch For Level 1 |
After completing the initial sketch and layout for The Lost Tomb, I moved on to the coloring phase to bring the environment to life. I selected a palette of muted golds, deep browns, and sandy yellows to reflect the warmth and dryness of an ancient, sealed tomb. Each major element was color-coded to enhance visual clarity and guide player attention—for example, platforms and interactive tiles were given a slightly brighter tone to stand out against the darker backdrop. I also used gradient shading to suggest depth, particularly on columns, walls, and the central coffin. Subtle highlights and shadows were added to treasure piles and statues to give a sense of weight and texture.
This first draft served as a foundational composition, focusing on the overall structure and theme of the level. I positioned key elements such as the central coffin, Pharaoh hound statues, and treasure piles to establish a strong visual identity rooted in ancient Egyptian aesthetics. The layout was symmetrical and simple, designed to emphasize the environment rather than gameplay. The floating platforms hinted at interactivity, but the tile system was not yet implemented.
Draft 2 – Improved Tiles
In this version, I shifted focus to refining the platform tiles and interactive elements. The floor and platforms were redesigned to look more polished and modular, allowing for better level-building versatility. I also added enemies, characters, and chests to preview how gameplay elements would sit within the environment. This helped assess character scale, enemy spacing, and jumpable distances. Lighting was adjusted slightly to give more visual weight to the objects on-screen.
Draft 3 – Level Design Finalization
This draft focused on fully implementing platforming and spatial structure for gameplay. The tiles now form a clear path with elevation changes, gaps, and reward placements, supporting exploration and vertical movement. I added more architectural details, adjusted the pillar spacing, and rebalanced lighting for depth and readability.
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| Fig 4.4 Drafts and Final ( Draft 3 ) For Level 1 |
Game Elements : Scarab
The Scarab serves as a special crafting ingredient that Sahira can use as a universal substitute when she’s missing specific enemy corpses for fusion. I intentionally chose the scarab due to its deep symbolic importance in ancient Egyptian culture—where it represented rebirth, protection, and transformation—perfectly aligning with our game’s core themes of resurrection and soul crafting. To begin the design process, I started collecting visual references of scarab beetles and stylized interpretations from Egyptian art and media.
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| Fig 4.5 Reference for Scarab Beetle |
I started by sketching the basic layout of the scarab, focusing on its overall shape and silhouette to ensure it would be easily recognizable and symbolically strong. I blocked out key features such as the rounded shell, detailed wing extensions, and the sun disc elements to reflect its connection to Egyptian mythology.
| Fig 4.6 Sketch for Scarab |
Draft 1 – Base Shape and Color Blocking
I began by illustrating the base shape of the scarab, focusing on clean and symmetrical proportions. Using flat colors, I established the primary visual components—the beetle’s body, its extended wings, and the symbolic sun discs above and below it. This draft served as the foundation to ensure the silhouette and overall balance of the design were strong before adding details.
Draft 2 – Shades Added
In the second draft, I introduced basic shading to give the scarab more depth and a slightly dimensional look. Highlights were added to the sun discs and body to mimic light reflection, making the illustration feel less flat. These subtle adjustments helped define the scarab’s form while maintaining the stylized visual language of the game.
Draft 3 – Details on Wings
For the final draft, I focused on enhancing the wings by adding intricate line work inspired by Egyptian patterns. These radiating details not only enriched the visual texture but also emphasized the scarab’s importance as a sacred and magical relic in the game. The combination of detailed ornamentation and polished shading gives the final version a finished, culturally meaningful appearance that fits well within the aesthetic of Sands of the Stolen Heart.
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| Fig 4.7 Drafts and Final ( Draft 3 ) For Scarab |
Game Elements : Health Potion
Next, I began designing the health potion, focusing on making it visually distinct, easily recognizable in-game, and thematically consistent with the ancient Egyptian setting. I started by brainstorming and finding references from other games.
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| Fig 4.8 Reference For Health Potion |
I started sketching the health potion by exploring different shapes and forms that would feel unique yet familiar in a fantasy setting. I experimented with rounded flasks and tall flasks to see which silhouette stood out best while maintaining readability at smaller sizes.
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| Fig 4.9 Sketches Of Health Potion |
Draft 1 – Base Shape and Color Blocking
I started with a simple circular flask shape featuring a vibrant red liquid to clearly communicate its healing function. The design was kept minimal with flat colors and no detail to focus on defining the core silhouette and structure of the potion, including the stopper and neck rim.
Draft 2 – Shades Added
In the second draft, I introduced basic shading and lighting to create more dimension and depth. Highlights were added to the stopper, and the glass outline gained a light gradient effect. I also added subtle fluid shading to the red liquid to begin hinting at volume and movement inside the bottle.
Draft 3 – More Shading
In the final draft, I enhanced the visual complexity by layering multiple shades of red, reflective highlights, and bubbles inside the potion. The stopper received a subtle gradient and reflective sheen to match the Egyptian-inspired gold tone used throughout the game. These additions made the potion feel richer, more magical, and visually aligned with the stylized look of Sands of the Stolen Heart.
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| Fig 5.0 Drafts and Final ( Draft 3 ) For Health Potion |
Game Elements : Treasure Chest
Next, I began designing the treasure chest, aiming to make it feel like a rewarding and eye-catching collectible while staying true to the game's ancient Egyptian theme.I started the treasure chest design process by gathering visual references from both historical and fantasy sources. I also explored treasure chest designs from other stylized games to analyze how shape, detail, and color can influence visibility and reward perception.
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| Fig 5.1 Reference For Treasure Chest |
Next, I proceeded to sketch the treasure chest based on both its open and closed states to ensure the design would work dynamically in gameplay. I paid close attention to how the lid would hinge, the perspective of the interior, and how the lock mechanism would look when disengaged.
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| Fig 5.2 Sketches Of Treasure Chest In Both States |
Draft 1 – Base Forms (Open and Closed States)
I began by illustrating the basic open and closed states of the treasure chest to plan how it would appear during gameplay interactions. The design featured a simple rectangular structure with golden trim and turquoise panels to reflect its magical and valuable nature.
Draft 2 – Shades Added
In this version, I introduced basic shading and light sources to enhance depth and volume. The side panels and lid now included darker tones to suggest light direction and shadow. The golden edges were softened with highlights and shadows to make them appear more metallic.
Draft 3 – More Shading and Detail
For the final draft, I enhanced the shading to further define the depth and dimensionality of the chest. Darker shadows were applied beneath the lid and around the lock to make them stand out, while highlights along the gold trim added a glint of realism.
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| Fig 5.3 Drafts and Final ( Draft 3 ) For Treasure Chest |
Game Elements : Player's Handbook
Next, I began designing the player handbook, starting with collecting visual references from both historical and fantasy sources.
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| Fig 5.4 Handbook UI From Other Games |
I started sketching some variation concepts for the player handbook, focusing on layout structure, readability, and visual style. I explored different arrangements for content sections—such as image frames, text boxes, and tab placements—to see which format would best support in-game information like minion recipes, enemy data, and boss mechanics.
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| Fig 5.5 Sketches Of Handbook |
Draft 1 – Initial Draft (No Shading)
This first version establishes the foundational layout for the handbook, including the left-page character display panel and placeholder tab sections on the right. It focuses on creating a clear structure and space for future content, but lacks depth or visual enhancement, serving as a clean wireframe to guide future iterations.
Draft 2 – Subtle Shading & Test Character
In this draft, subtle shading was added to introduce a sense of depth and paper layering, giving the handbook a slightly more tactile appearance. A test character, Sahira, was added into the display panel to simulate how entries might appear. The visual weight of the tabs and content began to feel more grounded in this version.
Draft 3 – More Shading & Choice Boxes
Here, more advanced shading and interactive UI elements such as choice boxes and visual indicators were introduced. These enhancements improved usability by showing where players can click or toggle between different characters or information. Visual polish increased, and the content became more readable and engaging.
Draft 4 – Clean Up & Gradient Enhancement
In the final version, gradients were applied to the pages for a warm parchment feel, and visual clutter was reduced to improve clarity. Icon spacing and alignment were refined, and UI tabs were paired with icons for quicker recognition.
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| Fig 5.6 Drafts and Final ( Draft 4 ) For Hand Book |
Promotional Posters :
I was also responsible for designing all promotional posters featuring our game’s enemies, minions, and main character. My goal was to capture each character’s personality and gameplay role in a visually striking format that could be used for both in-game lore sections and external promotion. I ensured that each poster followed a consistent visual style, including themed borders, bold titles, and a backdrop that reflected the character’s environment
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| Fig 5.7 Final Promotional Posters |
Handling Audio For Player Videos :
I was also in charge of the audio design for our short gameplay clip, which was animated by Guo Ying. After receiving the animation, I began sourcing sound effects that would enhance player feedback and immerse the audience in the game world. I searched online for high-quality, royalty-free audio assets and carefully selected sounds for key player actions including attack, walking, hurt reaction, jumping, and dashing.
Additionally, I sourced a fitting background music track for Level 1 to reflect the mysterious and adventurous tone of the Lost Tomb. For the boss encounter, I included impactful sounds such as a dramatic entrance cue, an intimidating roar, and powerful attack impacts to highlight the weight of the encounter. Each sound was chosen to match the pacing and emotion of the animation, helping to bring the visuals to life through rhythm and atmosphere.
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| Fig 5.8 Sourcing For Sounds |
Video 2 -
Video 3 -
Compilation Of My Work :
2. Feedback
Following our presentation, Dr. Mia offered positive feedback, complimenting the overall quality and style of our game assets. She appreciated the progress made in character and environment design, but also provided valuable suggestions for further improvement. Specifically, she recommended focusing on enhancing animations to make character and enemy movements feel more fluid and lifelike, incorporating subtle shading to add dimensionality without overwhelming the visual style, and refining tile designs to ensure better cohesion and clarity within the environment. Her insights gave us a clearer direction for polishing our visual presentation moving forward.
3. Reflection
Throughout the process, I noticed that constant communication was crucial in maintaining consistency across our designs. As team leader, I made sure to check in regularly with each member to monitor progress and offer help when needed. These efforts paid off, as the final assets reflected a unified style and clear vision. I also observed how our individual strengths complemented each other—Hui Yi’s character illustrations added great variety and flair, while Guo Ying’s animations brought everything to life. Our teamwork and mutual support were key to managing such a demanding task load.
From this experience, I learned that clear delegation, peer support, and iterative feedback are essential in handling large creative tasks. While the workload was heavy, breaking it down into phases and sharing responsibilities helped us stay on track. The process also reinforced how valuable it is to recognize and appreciate each team member’s contribution. Most importantly, it showed me that collaborative perseverance can transform even the most ambitious goals into polished, well-executed results.




































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