Game Development Task 1
22/4/2025-31/7/2025 Week 1-Week 14
Jie Xuan/ 0356515
Game Development/ Bachelor of Creative Media/Taylor's University
Game Development Task 1
TABLE OF CONTENTS
1. Instructions
INSTRUCTIONS
GAME DEVELOPMENT
TIME FRAME: WEEK 01 - WEEK 05
Task 1: Game Design Document
Description:
Students are required to design and create their own 2D side scrolling/platformer game. The game design document serves as a blueprint for their game and will contain all the necessary information and visual references to develop the game. Sample GDD will be provided as a reference, but students are expected to research more on the matter to determine the necessary content items for their own GDD.
Requirements:
To complete all exercises to demonstrate understanding of the technical knowledge required to develop a platformer game.
Submission:
Online posts in your E-portfolio as your reflective studies
Google Doc or PDF
Task 1: Proposal Development
Instruction:
Required to design and create our own 2D side scrolling/platformer game. The game design document serves as a blueprint for our game and will contain all the necessary information and visual references to develop the game. Sample GDD will be provided as a reference, but students are expected to research more on the matter to determine the necessary content items for their own GDD.
PROGRESS
Week 1/Ideation
Miss Mia Bong said we need to do 2d platform game. Initially, I brain storm the game idea, and I decided to do 2D underwater survival game.
Confirmed the game direction:
2D underwater survival platformer titled SeaVive.
Defined core gameplay:
vertical movement, catching fish, avoiding obstacles and enemy.
Drafted and prepared Task 1 First Proposal, including initial story, mechanics, characters, and level design.
Week 2/Develop Proposal
Continued developing the proposal by completing gameplay rules, skill systems, level objectives, and target audience definition. Research visual references and style guides to inform art and UI direction.
Project Concept
SeaVive is a 2D underwater survival game where players control a diver on the left side of the screen, player need to catch fish and collect pearl and avoiding coral and sharks attack coming from the right. As difficulty increases, players must react quickly, move vertically to survive the ocean's growing dangers.
Game Inspiration 1: HUNGRY SHARK EVOLUTION
Game Inspiration 2: JETPACK JOYRIDE
Game Inspiration 3: SCUBA BEAR.
Week 3/Presentation
Presented the First Proposal to the lecturer. Based on feedback, adjusted the character progression, skill design, and visual direction. A final revision was made, resulting in the Final Proposal, which served as the official GDD submission.
Week 4/Proposal Submission
Completed and submitted the Final Proposal / Game Design Document (GDD) for Task 1. Integrated lecturer feedback to improve story progression, skill balancing, and UI design. Began preparation for Task 2 by planning art asset production for characters, environments, and HUD.
CONTRIBUTION
Jie Xuan:
Game Design, Storyline, Game Level Design, Game Objectives, Target Audience Research, Game Reference, Game Mechanics, Game Core Action, Game Character Movement, Character And Entities, Visual And Layout Reference. Ui Button Design, Typography Reference, Audio Design Reference.
Final Submission:
Task 1 Final Proposal
Game Dev Task 1 by Jie Xuan
FEEDBACKS
Week 1
Briefing module information.
Week 2
Need to refine game details.
Week 3
Add on more reference and clear storyline and refine proposal.
Week 4
Proposal submission overall good.
REFLECTION
Experience
Designing SeaVive, a 2D underwater survival platformer, was a highly engaging experience. From brainstorming the concept to developing the Game Design Document (GDD), I took ownership of various core areas including storyline, level design, character actions, and interface layout. One of the most rewarding experiences was translating gameplay mechanics like vertical movement, obstacle avoidance, and collectible interactions into a coherent and engaging player journey. I enjoyed experimenting with different art styles and referencing games like Hungry Shark Evolution, Jetpack Joyride, and Scuba Bear to refine my visual and interaction design. Receiving feedback during Week 3 also taught me to stay open to revisions and iterate effectively.
Finding
Through this project, I found that successful game design requires a balance between creativity, research, and structure. The GDD served as a powerful blueprint that helped guide every aspect of development. I learned that inspiration from existing games can offer valuable insight into mechanics, pacing, and player expectations, but originality comes from how these elements are reimagined. I also found that consistent visual references and user interface planning contribute greatly to player immersion. Lastly, incorporating user feedback early in the design phase is essential for improving clarity, usability, and player engagement.
Observation
Throughout the project, I observed the importance of having a clear design direction and structured planning from the ideation stage. Initially, there was some uncertainty about the scope and expectations, but once the theme was confirmed by Miss Mia Bong, it became easier to align the project goals. I also noticed that creating a 2D platformer requires not just creative ideas but also technical precision, particularly in designing level objectives, skill balancing, and responsive mechanics. Feedback from the lecturer during the presentation highlighted how minor tweaks in character progression and UI could significantly impact gameplay clarity and user experience.
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