22/4/2024 - 29/7/2025 (Week 1 - Week 14)
Shawn Wong Kai Hen / 0375372
Major Project 1 / Bachelor of Design (Hons) in Creative Media
Application Design 2 - Task 1
Game Development Timeline
Our 13-week development plan was structured to guide the project through each critical stage of game creation, ensuring consistent progress and high-quality results.
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Weeks 1–3: Pre-Production & Planning
Focused on ideation, research, and drafting the Game Design Document (GDD) to establish a solid foundation for the game's concept and scope.
Developed the overall visual direction, including mood boards, color schemes, and initial style guides to ensure cohesive art direction.
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Week 5: Asset Production Begins
Initiated the creation of core visual assets, including environmental elements, character sketches, and basic UI components.
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Weeks 6–7: Art Refinement
Finalized detailed sprites, character animations, environmental art, and user interface assets. Refined key visual elements based on feedback.
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Weeks 8–9: Core Mechanic Implementation
Built and tested gameplay systems in Unity—movement controls, player interactions, NPC behavior, and puzzle mechanics were integrated during this stage.
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Week 10: System Features & Feedback
Added key gameplay features such as save points, potion effects, and responsive UI feedback for a more immersive experience.
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Week 11: Playtesting & Balancing
Conducted internal playtests to fine-tune stealth mechanics, enemy behavior, and puzzle difficulty. Adjustments were made to enhance game balance and flow.
Enhanced visuals and animations, optimized transitions, and implemented ambient soundscapes and effects to enrich gameplay.
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Week 13: Completion & Showcase
Delivered a finalized playable build, produced a gameplay trailer, and prepared materials for project presentation and showcase.
Proposal Presentation
Miss Mia advised us to refocus our game design more clearly around the central theme like delivering secret packages and classified documents. Rather than having players collect items and store them in an inventory, she recommended a more immersive mechanic: the player should physically carry or push the item during movement, making the delivery feel like a true mission.
To reinforce stealth, she proposed shifting the hiding mechanic from the player to the item itself like for example, allowing players to conceal the item in shadows or behind objects. As for the player's stealth, instead of traditional hiding, detection could depend on movement and orientation: staying still or facing away from enemies would help the player avoid being noticed.
Fig 1.0 2nd game level design - JPEG
After listening to my Mia's feedback, I redesigned the game content and levels. This is the second time I've revised the game structure, and I believe that a good product requires continuous improvement. I spent about two days reconsidering how to make the game more complete. I divided it into 3 different difficulty levels, but the objective for each stage remains the same: players need to figure out how to secretly transport the box safely. In this version, based on Mia's suggestion, I changed the game rules to “hide the box” instead of “hide the character.
Fig 1.1 open map layout design - JPEG
Then, I designed the open-world map for the first level. But turns out, we made a mistake! We were supposed to design a platform game, yet my design leaned more towards an open-world map… So, I went back to rethink the game's direction. My plan now is to shift away from just focusing on hiding characters or objects. Given the character setup, I need to consider the story background and logical consistency. The package that needs to be transported can actually remain visible to NPCs, since it's however originally a laboratory item. the main character needs to stay hidden because he is designed as a ninja. Since he is too conspicuous, he must hide inside a box outside of a designated ray cast range, or else NPCs will spot him. When the NPC turns away, the ninja can jump out and continue pushing the box forward. Throughout the game, players must use the available map resources to progress through levels. This includes searching for interactive buttons, access cards, spells and lasers.
My Task
1. Game Concept & Core
At the start of the project, My teammate and i are discussing how to create a interesting and and special 2D platform game. While after our discussion, we decided to come out an open map stealth escape game, for early we are decided to create 2 different difficulty level, but after present and discuss with out lecturer, feedback from our lecturer for us to focus on 1 map design but make it more interesting and interaction lay function. So we decided to focus on one well-polished 2D platformer level - The Abandoned Lab.
For my part, i in charge concept research like reference and the art direction for our game. so i started to research my type of styling we gonna apply for our game. After discuss, we decided go with pixel styling. So after we decided the art style, i start to start my research for our main character, other character (NPC), Map layout and game element, etc. Below are some reference for the research:
2. Character Design & Animation
My teammate Jun Jie are responsible for designing the full set of NPCs for the game, because of time rushing so i also helping in character design part with my teammate. While my teammate are doing the character drawing, so i helping him to create some animation for the character to see is the animation suitable for the character. Below are some example:
Here i have create some simple movement for our few character to see to it move and jump. Overall is meet our expectation and we are satisfy too. This also our first time making pixel styling character and animation using an aseprite for a 2D game, hope it can suscess to apply in unity and create out game!.
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Making cubical-styled security NPCs to match our art style.
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created walk cycles and alert animations for the NPCs so that they look alive when patrolling or detecting players.
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I designed the NPCs with clear vision cones, making it easy for players to understand when they are at risk.
After done the animation, i try started to apply the character in unity, we try to apply in our friend unity work file t have a try for the character because our friend have create a walking character because so already done setting for the code foe left right walking. So overall for he result are satisfy for us and the animation look nice also.
3. Map Design
Fig 3.0 Discussion Sketch - JPEG
Fig 3.1 map & platform design w/o light and shadow - JPEG
Fig 3.2 map & platform design w light and shadow - JPEG
My teammate Jun Jie and I collaborated to design three distinct maps, each contributing to the immersive world of our game. Through in-depth discussions, we explored various layouts, experimented with level flow, and refined key elements to ensure a smooth and engaging player experience. Our teamwork involved striking a balance between aesthetics and gameplay mechanics, carefully considering how each environment would challenge and captivate players while visually remaining cohesive.
We paid close attention to details from terrain structure to interactive elements for making iterative adjustments to improve navigation and design meaningful obstacles. Regular feedback sessions helped us refine our ideas, ensuring each map felt intentional and well-integrated into the game's overall experience. I consistently brought fresh ideas that pushed our boundaries, while I focused on shaping those ideas into a polished final design. Working side by side enhanced both our problem-solving and design skills, making the process rewarding and impactful. Together, we crafted environments that support the narrative and deliver a dynamic, well-balanced experience for players.
4. Project Blog & Development Management
Our project blog served a dual purpose: as an engaging promotional platform and a transparent development diary. Designed with clarity and visual appeal in mind, it introduced the game to potential players while showcasing key features like
Kuro ,
Escape the Lab ,
Push or Pull , and
Fate Elixir . Each feature was presented with concise, attention-grabbing descriptions aimed at sparking interest without revealing too much.
On the development side, a structured week-by-week timeline supported efficient project tracking and task coordination. Regular updates our progress and strategic shifts—most notably, the decision to streamline the game into a single platformer level. This agile approach kept the team aligned with key deliverables, from asset creation and mechanic integration to testing and polishing. Through the blog and planning process, we honed vital skills in documented adaptability, communication, and project organization—crucial for successful game development.
My Task
I mostly in charge in technical part which is the scripting. So i have created mostly all the technical part in our game but we still will discuss together and fix the game bug together.
1. Parcel Push
For our game we need to push the parcel to the end and reach the goal, so we need to create script for the parcel and link with the character to make it went the character trigger the parcel and can push the parcel. Not to hard, just need to apply collider to each and and some script setting. Below are the script example:
Fig 4.2 Parcel Push Script
As you can see at the 4.1. There also have a script call Parcel Control. This script is to control the parcel will destroy and also playing VFX explosion effect. There also have destroy SFX and after destroy will trigger the game over panel.
2. NPC Controller
The meaning of NPC controller is control the action for the NPC. The NPC need to be alert went the main character get close. So in the script i have set a walk range so the NPC can walk around the range. So in the walk range, the NPC also have a alert range, it will trigger the alert went the main character get close. Also have the time alert, went the time finish the game will lose. also will have SFX so user can more easily get off by the NPC.
3. Laser Auto & On/Off
We have adding some laser in our game to make the game more difficult and challenging. Laser only appear in Lvl 2 & 3 (Refer to Map Design). So here how i created the laser:
Fig 4.4 Laser Controller
Here we have auto and on/off laser, auto is setting by how many second will on and off. For manual laser is need oto trigger the button and on off the laser. For the auto part, we just need to unchecked it default the laser is not appear.
Fig 4.4 Laser Controller 2
The script call Laser Trap Controller is to control all the laser on off timing and delay how long will on the laser again. To make it more challenging, i set it the randomly, so the laser will turn on based on random so user will cant know went the laser will on.
Fig 4.4 Laser Damage
The laser have damage, so went main character, NPC, parcel hit the laser, the game will lose. SO player need to as careful as possible to avoid hit by the laser. On top are an example for the laser damage scripting. Apply tag for the thing that need to be trigger by laser and destroy.
Example Video:
1. Auto Laser
2. On/Off Laser
3. Laser Damage
4. Game UI Design
Fig 4.4 UI Design
Fig 4.4 UI Design Unity
Here are some UI Design, but for in game UI creation are my teammate task, here i just help him to come out the design and he will apply in the panel in unity.
Reflection
Experience
During the early phases of development, I encountered a mix of creative momentum and unexpected challenges. Our original concept included multiple levels and stealth-based delivery mechanics, but after receiving feedback from our lecturer, we made the critical decision to narrow our focus to a single 2D platformer level—the Abandoned Lab. This pivot challenged us to concentrate on the game's core mechanics and refine what made it engaging.
Working under time constraints taught me the importance of adaptability, especially when making gameplay both enjoyable and technically feasible. Designing specifically for mobile also helped me understand the strengths and limitations of 2D game engines like Unity, particularly in balancing visual clarity, performance, and control responsiveness.
Observations
I realized that even simple mechanics can feel meaningful with thoughtful level design. Actions like pushing crates or hiding gain depth when the level's pacing and obstacles are well-calibrated. In a 2D stealth game, visual layering and line-of-sight play a major role in how players approach strategy.
Early playtesting of features such as potions or crate puzzles proved essential for understanding balance and player flow. NPC behavior stood out as a key factor in immersion—predictable patterns help players learn, but occasional surprises keep the gameplay dynamic. Tools in Unity, like Raycasting and Physics2D, are powerful, but they require precise tweaking, especially for mobile optimization.
Findings
Focusing on a single, well-designed level allowed us to deliver a more polished and cohesive experience. It became clear that in stealth-based gameplay, balancing challenge and enjoyment is essential—too much difficulty leads to frustration, while too little reduces engagement. Introducing randomized elements, such as mystery potions, added variety and replayability, but required careful testing to avoid creating unfair scenarios. Defining a strong core gameplay loop early on helped guide all other design decisions, keeping the experience consistent and purposeful. Additionally, investing time in detailed planning—both in terms of the development timeline and required assets—greatly reduced confusion and improved efficiency during production.
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