Game Development/TASK2 - Individual Asset Creation

  7/10/2025 (W3)

LIU YITONG (0370907)

Game Development / Bachelor of Design (Hons) in Creative Media / Taylor's University




INSTEUCTION


TASK
TASK2 - Individual Asset Creation
1. Instruction
Based on the game idea developed in Week 1, I was tasked to create some of my 3D game assets — at least my main game character and one environment object — and then import them into Godot Engine.

This week’s task is not only about modeling but also about experimenting with the combination of 2D and 3D elements. The completed work and process are to be documented on the blog, and selected students will share their creation experience in Week 3.

2. Concept Choice
For this assignment, I chose my first game idea from Week 1 — “The Living Thing.”
Canva Link: Click here
Genre: 2D Puzzle / Strategy Game
Core Concept:
You play as a cute little ghost defending your haunted manor from two reckless intruders. By possessing ordinary objects such as windows, lamps, and picture frames, you try to scare them until their sanity (SAN) drops to zero.
Fig.2.1 Week 2 sketch
After consulting with my lecturer, I decided to combine both 2D and 3D elements:
The character will be created in 2D,
The environment will be modeled in 3D.
This combination gives the game a layered visual effect that enhances the spooky yet cute mood.

3. 2D Character Creation
·Step 1 – Designing the Intruders
I started by drawing the two human intruders who enter the haunted manor.
I used a pixel style to depict the two people holding hands, with the person in front holding a flashlight. To make the two characters blend into the scene, I specially designed dark-colored clothes for them.
I used Procreat's pixel canvas to draw these two characters.
Fig.2.2 Layer management
Fig.2.3 Process of human
Character was exported as transparent PNGs, ready to be animated or imported into Godot later.
Fig.2.4 haunted manor PNG
·Step 2 – Creating the UI Elements (HP and SAN Bars)
Later, I realized that pixel-style bars are more expressive for this game’s atmosphere.
So after finishing the characters, I began designing the player’s HP and intruders’ SAN visuals.
At first, I planned to make a normal HP bar, but later I realized that a pixel-style eye symbol would better fit the theme.
Fig.2.5 Process of HP symbol
The eye-shaped HP icons represent the ghost being watched — each time the intruders’ flashlight hits the ghost, one eye icon disappears, symbolizing losing a bit of life and being exposed.
Fig.2.6 HP symbol PNG
This not only looks more interesting but also ties thematically to the idea of “being discovered.”

For the intruders, I made a SAN (sanity) bar in pixel art style that decreases when they get scared, giving clear feedback to the player.
Fig.2.7 SAN (sanity) bar  PNG
Finally, I created a 2D Godot file and placed them in to try out the layout. The result was quite good.
Fig.2.8 Layout attempt

4. 3D Modeling – The Ghost and Environment
Then, I started working in Blender. I've never used Blender before, so what I made looks rather ugly....
Step 1 – Ghost Character (3D)
I modeled the ghost in Blender using smooth, round shapes. Simulated flames in a cute anime style.
The result was decent but not exactly how I envisioned it — if time allows, I plan to remake the ghost in 2D for a more cohesive art direction.
Fig.2.9 Ghost Character (3D)
Step 2 – Environment Modeling
I built a street background for the game scene. The houses’ windows and doors were modeled in 3D to create a more immersive and interactive environment.
Fig.2.10 Background modeling (3D)
Then I chose to use dark tones as the background for coloring, highlighting a somewhat eerie atmosphere in the dark night.
Fig.2.11 The coloring process of background
Fig.2.12 The coloring Background modeling (3D)
Step 3 – Importing 2D Assets into Blender
Fig.2.13 The final layout (in Blender)
5. Integration in Godot
The finished models were exported as .glb files and imported into Godot
In Godot.
 I tested combining both asset types —
the 3D ghost and environment, together with the 2D intruders and pixel-style UI.
The mixed result created an interesting depth. The glowing 3D ghost contrasted nicely with the flat, pixel-style humans and UI, giving a layered visual storytelling effect.
Fig.2.14 The final layout (in Godot)


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