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

Requirements :
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.

Progress :

Before we began designing the assets for Task 2, I initiated a meeting with my team to ensure everyone was aligned on the objectives and expectations for this phase. During the meeting, we discussed the overall visual direction of the game, referencing our Game Design Document to maintain consistency in art style, tone, and thematic elements. 

We also outlined the specific assets required, including backgrounds, characters, enemies, UI elements, and animations, and delegated responsibilities based on each team member’s strengths. This alignment helped clarify our workflow, reduce overlapping tasks, and ensure that everyone had a clear understanding of the deadlines and quality benchmarks. The meeting served as a valuable checkpoint to confirm we were all on the same page before moving into production.

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:

  • Enemy Design: Sand Fox, Scorpion, and Mummy

  • Minion Design: Howling Scorofox, Fox Turret, and Bone Wrap Shield

  • Boss Design: The Tomb Keeper (Level 1 boss)

🌍 Environment & Game Elements:

  • Environment Design: Level 1 layout and starting page scene

  • Game Elements: Treasure Chest, Scarab (special crafting item), Potion, and the in-game Handbook system

🎨 Visual & Audio Assets:

  • Designed all promotional posters for the game

  • 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

After finalizing the sketches, I moved on to the outline phase, where I cleaned up the chosen design using smooth, confident lines to define the Sand Fox’s final silhouette. I paid close attention to maintaining visual consistency with the game's existing art style—using thick, rounded outlines and clear shapes that would translate well during animation. Special focus was given to features like the oversized ears, the flowing magical tail, and the fox’s narrowed eyes, which help convey its clever and mystical nature. This step ensured that the character would remain readable and expressive, even at smaller screen sizes.

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.

Fig 1.4 Sand Fox Illustration



Enemy Design : Scorpion

I began the Scorpion design process by collecting visual references of real-world scorpions, particularly those native to desert environments. I also explored how scorpions were stylized in other games and media to better understand proportions, movement, and visual exaggeration that could enhance gameplay clarity. This helped me identify key traits like the curved stinger, armored claws, and segmented tail, which became focal points for the design.

Fig 1.5 References for Scorpion

Using the reference material as a foundation, I moved into the sketching phase. I explored various poses, claw angles, and tail curves to capture the Scorpion's aggressive and armored nature. Since this enemy would play a key role as a fast-attacking threat, I sketched both side and front views, as well as attack-ready and idle poses. The sketches also included exaggerated expressions and body language to maintain consistency with the game’s stylized, slightly humorous tone.

Fig 1.6 Scorpion Sketches

Once I selected the final sketch, I cleaned up the design using confident, bold outlines. I emphasized the shape of the claws and tail to ensure they would read clearly in-game and during animation. I also maintained consistent line weight and curvature to match the game’s established art style. The outline stage helped solidify the Scorpion’s silhouette, making it recognizable and readable during fast-paced combat.

Fig 1.7 Scorpion Outline

Next, I moved on to the coloring phase. I chose a deep, dusty purple for the base to contrast against the sandy background environments, and added glowing green eyes to convey danger and hostility. To tie the Scorpion to the game’s ancient Egyptian theme, I integrated golden hieroglyph-like markings on its claws and back shell. These markings, along with subtle shading and gradients, added depth and reinforced the magical tone of the character.

After receiving feedback during Week 6, I made improvements to the shading of my scorpion design to enhance its depth and visual clarity. I adjusted the lighting to better define the curvature of its segmented tail and claws, using gradient shadows and highlights to create a more three-dimensional appearance.

Fig 1.8 Scorpion Illustration



Enemy Design : Mummy

To begin designing the Mummy enemy, I gathered visual references from both historical sources and pop culture depictions of Egyptian mummies. I focused on the traditional features—wrapped bandages, sunken eyes, and a rigid, decayed posture—while also studying how different games and animations stylize mummies for readability and personality. This research helped me decide on a look that felt ancient and intimidating, yet exaggerated enough to match the game’s slightly humorous tone.

Fig 1.9 Mummy Reference


With those references in mind, I began sketching various mummy poses and expressions. I explored hunched stances to show decay, as well as clawed hands and limp dragging feet to reflect its slow, unsettling movement. I experimented with different proportions—such as slightly oversized hands or head wrappings—to make the silhouette more recognizable in gameplay. These sketches also included concept variations of facial wrappings, bandage flow, and eye glow intensity.

Fig 2.0 Mummy Sketches


During the coloring stage, I used a dusty beige tone as the base color to reflect dried-out linen, and added darker shades in the recesses to create depth. To tie it into the Egyptian theme, I added gold anklets and subtle glyph-like markings on parts of the bandages. The mummy’s eyes were given a glowing green tint to symbolize undead energy and to make them pop visually. I also added shading that suggested brittle, torn fabric to enhance the undead feel while keeping the color palette aligned with the game's warm and ancient atmosphere.

Fig 2.2 Mummy Illustrations



Minion Design : Howling Scorofox

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.

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.

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.

Fig 2.6 Howling Scorofox Illustrations


Minion Design : Fox Turret

To begin designing the Fox Turret, I analyzed traits from both the Sand Pot and Sand Fox enemies. I focused on the mystical elegance and agility of the Sand Fox, alongside the rigid, ancient quality of the Sand Pot. I also studied stationary turrets in stylized games to understand how visual language communicates immobility while still looking powerful. This helped guide how I would blend charm and function into a single unit that looks magical, defensive, and deadly.

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.

Fig 2.8 Sketches of Fox Turret

Once I finalized a design, I created a clean digital outline using the game’s established stylization. Thick, rounded lines defined the key shapes—particularly the angular fox faceplate and the turret’s body. I preserved enough elegance from the Sand Fox by incorporating curled tail energy effects and decorative lines, while making sure the shape felt grounded and symmetrical like a turret. The cannon-like mouthpiece was subtly incorporated to fit within the fox anatomy.

Fig 2.9 Outline of Fox Turret

For coloring, I used a blend of sandy beiges and mystical pinks to reflect its hybrid origins. Gold markings and magical runes were added to the turret’s body to reinforce its ancient Egyptian aesthetic, while the energy tail glowed with a hue similar to the Sand Fox's soundwave charm. I added shading around the base to suggest weight and placed glow highlights around the muzzle to show its charged state when firing. The final result feels like a fox statue come to life—mystical, stationary, and full of power.

Fig 3.0 Fox Turret Illustrations



Minion Design : Bone Wrap Shield

To begin designing the Bone Wrap Shield, I researched both skeletal monsters and undead mummy creatures, focusing on how bones and bandages are typically stylized in games and animations. I studied shield-like enemies and defensive unit silhouettes to understand how to communicate protection, weight, and structure. This helped guide how I would visually merge skeletal rigidity with the layered, ancient feel of mummy wraps.

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.

Fig 3.3 Outlines of Bone Wrap Shield

In the coloring stage, I used a dusty, pale bone color for the skeleton parts and a warm, worn linen color for the wrappings. Darker shadow tones were applied to create volume and suggest layers of armor. Golden trim or glyphs were added subtly to some bones to give it a sense of ancient craftsmanship and thematic connection to the game's Egyptian influences. The eyes were kept dim or glowing faintly to imply a passive state—awakening only when needed to defend Sahira. The final design feels like a reanimated relic built to block, guard, and endure.

Fig 3.4 Bone Wrap Shield Illustrations

Boss Design : The Tomb Keeper ( Level 1 Boss )

Before drawing, I defined the Tomb Keeper’s narrative role in the game. As the first major guardian Sahira faces, the Tomb Keeper serves as a spiritual protector of her original coffin and represents her first major emotional and physical obstacle. He’s not just a brute force boss—his lore is tied to her past, and defeating him allows her to regain part of her memory and unlock a bracelet fragment. This narrative link helped ground the boss design in purpose, not just function.

I collected visual references of:
  • Egyptian sarcophagi, burial chambers, and mummified priests

  • Large, lumbering undead characters from games like Hades, Hollow Knight, and Dead Cells

  • 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.

Fig 3.5 References For Boss

I began by sketching out silhouette variations that emphasized the Tomb Keeper’s intimidating presence. I focused on broad, hunched shoulders to convey weight and decay, and explored different placements for the coffin—either dragging behind on a chain, used as a shield, or fused directly into his spine. I incorporated asymmetry in the limbs to reflect imbalance and rot, and gave him spiked or heavily bandaged arms to hint at wide, heavy swing attacks. These early sketches also experimented with different views to ensure the design would remain readable and animatable during gameplay.

Fig 3.6 The Tomb Keeper Sketch


Once the final form was selected, I moved on to creating the polished line art for the Tomb Keeper, emphasizing his hulking, undead presence. The Tomb Keeper’s final design features a bulky, imposing frame with a massive metal chain slung across his shoulders, anchoring a heavy coffin to his back.

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. 

Fig 3.8 The Tomb Keeper Illustrations


Environment Design : The Starting Page Of Game

After a team discussion, we envisioned the starting page of the game to center around a prominently placed coffin, symbolizing the core theme of soul collection and resurrection. Surrounding this focal point are commonly found assets from the pyramid environment—such as crumbling sandstone tiles, hieroglyph-covered pillars, and scattered bones—which immediately immerse the player in the game's dark Egyptian setting. This design sets the tone for the narrative and gameplay ahead, foreshadowing the supernatural and tomb-raiding elements that define the player's journey.

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.

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.


Fig 4.1 Drafts and Final ( Draft 3 ) For Starting Page

Environment Design : The Lost Tomb ( Level 1 )

I was also in charge of designing the environment for Level 1, titled The Lost Tomb, which is situated deep within the pyramid. I envisioned this space as a darker, more mysterious setting that immediately immerses players in the game’s ancient Egyptian atmosphere. To reflect the theme of forgotten wealth and death, I plan to fill the environment with scattered artifacts, including treasure piles, gold coins, ancient coffins, and statues of Pharaoh hounds guarding sacred ground. 

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.

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.

Draft 1 – Initial Layout Sketch

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. 

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. 

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.

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.

 
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.

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.

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.

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.

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. 

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.

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.

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. 

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 

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.

Fig 5.8 Sourcing For Sounds


Video 1 -
The first video showcases Sahira’s movement and interaction mechanics within the game environment. It highlights how she navigates through the level using jumping, demonstrating fluid platforming motion and responsive controls. The clip also features her interacting with a treasure chest, opening it to reveal and collect an item, which visually reinforces the game’s core loop of exploration and reward. This segment serves as an introduction to the basic gameplay elements, while setting the tone for the player’s journey through Sands of the Stolen Heart.

Video 1 

Video 2 -
The second video focuses on the combat and crafting mechanics of the game. It begins with Sahira engaging in battle, where she defeats enemies and collects their souls, a core mechanic that reinforces her role as a soul collector. The clip then transitions into the minion crafting system, showing how these collected souls are combined to form different types of minions. As the minions spawn and assist Sahira by attacking incoming enemies, the video effectively demonstrates the strategic layer of gameplay—emphasizing the importance of corpse combination and positioning. This video captures the dynamic interplay between action, resource collection, and tactical deployment.

Video 2

Video 3 -
The third video serves as a teaser trailer, offering a cinematic overview of the game’s key entities. It introduces viewers to the full roster of minions, each with distinct abilities and appearances, followed by a showcase of the various enemies Sahira will encounter across levels. The teaser builds up to a dramatic reveal of the bosses, highlighting their imposing designs and hinting at their unique mechanics. With dramatic transitions and thematic music, this video aims to generate excitement, providing a comprehensive visual preview of the game’s world and its darkly humorous tone.

Video 3

Compilation Of My Work :
My Contribution Art Assets by Winnie Ho


Team Presentation Slides :
Art Assets - Task 2 by Winnie Ho
2. Feedback

Week 5 : 
Dr. Mia provided constructive feedback on our progress, noting that the current art assets are visually strong and stylistically cohesive. However, she emphasized that we could further enhance the visual quality by improving the shading techniques, particularly to add more depth, volume, and lighting consistency. This feedback encouraged us to revisit some of the key assets—such as characters and environmental props—to refine their shadows, highlights, and texture contrast for a more polished and immersive visual result.

Week 6 :
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

Experience:
Taking charge of the art asset development was both a challenging and rewarding experience. As our project included a wide range of characters—enemies, minions, bosses, and the main character—it required a significant amount of time and creative effort. Juggling the responsibilities of designing detailed, stylized visuals while also leading the team proved intense. We held weekly alignment meetings to ensure consistency and progress across all aspects of the game. Despite the pressure, seeing the visual elements slowly come together and evolve over time was incredibly fulfilling.

Observation:
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.

Findings:
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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