Game Development Final Task
22/4/2025-31/7/2025 Week 1-Week 14
Jie Xuan/ 0356515
Game Development/ Bachelor of Creative Media/Taylor's University
Game Development Final Task
TABLE OF CONTENTS
1. Instructions
INSTRUCTIONS
GAME DEVELOPMENT
TIME FRAME: WEEK 11 - WEEK 15
Final Project: Playable Game – 30 %
Description:
Students will integrate their art asset to their game development and produce a fully functional and playable game.
E-Portfolio - 10 %
Students describe and reflect on their social competencies within the design studio context, supported by evidence. Reflect on how to empathize with others within group settings, interact positively within a team and foster stable and harmonious relationships for productive teamwork. The reflective writing is part of the TGCP.
Submission:
Unity Project files and Folders.
Video Capture and Presentation of the gameplay walkthrough
Game WebGL Build
Blog post for your reflective studies.
Final Project: Playable Game
A. UI Map Input Progress
For Level 2&3 I duplicate scene 1 (Level 1) than I change the map image each level and sort the layer.
B. Character Input Progress
After importing the Level 2 map, I continued developing the character animations. This included creating the Swim, Hurt, and Change animations (when win) for the main character. These animations were then imported into Unity, where I updated the Animator Controller to manage the new animation states.
In Level 1, the character wore a basic swimsuit, but in Level 2, she transforms into a diver suit. Movement controls remain the same, allowing the character to swim left, right, up, and down using arrow keys, with animations transitioning smoothly based on player input.
Character animation:
Save level 2 and level 3 swim animation, hurt animation and change animation. After all the animation have save I just replace the animation to new level.
Animator:
To reflect this progression, I created new animation triggers in the Animator to handle the outfit change and adjusted the transitions accordingly.
Add parameters.
Adjust level 2 transitions in animator
Script Writing:
For level 2 and level the Player script, Collect fish and collect pearl script are the same just the required amount each level different. Level 1 Fish: 3 Pearl: 3, Leve 2 Fish: 5 Pearl: 3, Level 3 Fish: 6 Pearl: 4.
Player script
C. UI Button Input Progress
Right click Canvas and click on UI and insert image for UI button.
Script Writing:
D. BGM Sound Effect Music Source Input
Level 2 and 3 also add on music source for BGM and collect points sound when collect fish just need to duplicate the fish
After all the script writing finally connect all the scene together.
CONTRIBUTION
Jie Xuan:
Level 2 and Level 3 UI Map Input, Character animation progress, UI Button Input, Music source Input, All the script writing.
Final Submission:
Google drive file:
Video: https://youtu.be/qi87RVaXnhs
Final Task Outcome
FEEDBACKS
Week 11
-
Week 12
-
Week 13
-
Week 14
-
Week 15
Final Task Submission.
REFLECTION
Experience
This task allowed me to bring together all previous work into a complete, functional game across three levels. For Levels 2 and 3, I implemented map changes, refined character animations, and updated the Animator Controller to handle outfit changes and state transitions. I wrote scripts to define item collection requirements for each level, ensuring progressive difficulty. I also completed UI button functions, added win/lose status pop-ups, and created rule prompts at the start of each scene. Finally, I integrated background music and sound effects into the new levels and linked all scenes together to create a seamless playable experience. Completing this project gave me a strong sense of achievement, as I was able to fix earlier bugs such as the health system and ensure that all features worked consistently across levels.
Finding
Through this final phase, I learned that building a multi-level game requires careful planning, asset reuse, and consistent coding standards. Duplicating and modifying scenes is an efficient method, but it still requires precise adjustments to avoid errors. I also found that smooth animation flow and responsive UI elements make a noticeable difference in player immersion. Additionally, I realized that debugging is a continuous process small bugs can be carried across scenes if not fixed early. This project not only strengthened my skills in Unity animation, UI design, and C# scripting, but also taught me how to manage and connect multiple game levels into one cohesive product.
Observation
In developing the final playable game, I observed how important it is to maintain a consistent workflow when working across multiple levels. By duplicating Level 1 as the base for Levels 2 and 3, I was able to save time and ensure uniformity in game mechanics, UI layout, and animations. Small changes such as updating map images, adjusting layer orders, and modifying script parameters had a big impact on gameplay progression. I also noticed how important it is to keep animation transitions smooth when implementing new outfits and character states, as this greatly enhances the player experience.

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