Game Development || Task 3: Game Prototype
10.06.2025 - 06.07.2025 || Week 07 - Week 11
Hanson Pea Wei Hao || 0359463
Game Development || Bachelor of Design (Honours) in Creative Media || Taylor's University
Task 3: Game Prototype
Hanson Pea Wei Hao || 0359463
Game Development || Bachelor of Design (Honours) in Creative Media || Taylor's University
Task 3: Game Prototype
Lists
1. Instructions
2. Feedbacks
3. Reflections
Instructions
Task
REQUIREMENT:
Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset, and the use of grey boxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development. The focus should be the MVP of your game.
Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset, and the use of grey boxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development. The focus should be the MVP of your game.
This includes:
- Coding movements and actions
- Coding obstacles and enemies’ interactions
- Coding game levels (Logic of the game)
Process
Planning:
For all the character and animation all have been done in and app name Aseprite and then I transport all animation to png then transfer to unity.
Remake on Character, Animation & Scenery:
Main Scenery: SteelJack City:
Old Scene:

New Scene:
I go and remake the old scene I have and make the street become more longer which can make for more scene and not too boring. After that I remake the scene become pixel art which will more suit my art style which is pixel art.

Main Character: Tony the "JetFire"
Old Scene:

Fig 1.1, Old game scene
New Scene:
I go and remake the old scene I have and make the street become more longer which can make for more scene and not too boring. After that I remake the scene become pixel art which will more suit my art style which is pixel art.
Fig 1.2, New long game Scene
Main Character: Tony the "JetFire"
Old Character Design:
New Character Design:

Fig 1.3, Tony' s old Art Style, flying and running animation
New Character Design:
Old Character Design:

Enemy: Jacob the "Jetcop"
Fig 1.5, Robotic Enforcer's Old Art Style and attack animation
New Character Design:
Old Character Design:

Fig 1.7, Jacob the "Jetcop" 's Old Art Style and attack animation
New Character Design:
After getting all the character and scene i need i start trying can all the character movement and scene upload can be work on unity or not.
Specific Feedback: Game character look pretty good but a bit problem they are too static, maybe if have time can try make it become more interesting a bit.
Working on the early stages of my jetpack platformer game has been an inspiring creative journey. From the beginning, I aimed to design a fast-paced side-scroller with a strong visual identity like something very stylish, fun, and full of character. The ideation phase helped me define the tone of the game like a futuristic urban setting, a cool anti-hero with a jetpack, and robotic police units as obstacles. Using tools like Adobe Illustrator and Unity's Sprite Editor, I explored how character design, color palettes, and UI elements shape the player’s expectations before gameplay even begins. Although I haven’t reached the playable stage yet, building the visual assets and crafting a consistent theme is really challenging for me but it also taught me how important early design decisions are.
Every character, font, and background element sets the tone. This phase reinforced the importance of visual storytelling and has motivated me to continue building a world that feels alive, stylish, and ready for action. Although I always having a lots of problem during the Unity's Sprite Editor part but really thanks for Ms. Mia patient teaching and solve my problem.
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