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ASDasd

1. Students must create 2D game assets for a platformer game by choosing a theme and designing levels, characters, and other elements according to the assignment instructions. 2. Assets to be designed include tiles, props, backgrounds, a player character with animations, an enemy, and start/end screens. 3. Students must analyze reference material, create a style guide, and show their design process before finalizing the assets and submitting them in the required file format and folders.

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0% found this document useful (0 votes)
70 views7 pages

ASDasd

1. Students must create 2D game assets for a platformer game by choosing a theme and designing levels, characters, and other elements according to the assignment instructions. 2. Assets to be designed include tiles, props, backgrounds, a player character with animations, an enemy, and start/end screens. 3. Students must analyze reference material, create a style guide, and show their design process before finalizing the assets and submitting them in the required file format and folders.

Uploaded by

San Pablo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2D FOR GAMES: END ASSIGNMENT

Deadline:
Check your timetable for date.
1 HOUR before your class’ presentation slot (So before 7:30 or 12:30)

You will create the assets for a 2D platformer. You choose a specific theme and design the
game level according to the structure in this document. You use non-destructive techniques
in Photoshop. We provide a working project in which the 2d game assets can be tested.

THE ASSIGNMENT:

1. Read the assignment!

2. Choose a theme
• Pirates, Vikings, barbarians, …
• Knight, Castles & Dragons, dungeons, …
• Spooky stuff: Vampires, mummies, cemeteries, …
• The mad professor and his machines
• Super Hero, villains, monsters, …
• The future
• Nautical
• Own theme

Unless otherwise stated, every file needs to be 1920x1080 pixels!

3. Collect and analyse reference.

 01_Reference.psd/01_Reference.jpg

Search for reference material on your chosen theme. You will need reference for the
environment, characters and assets such as pick-ups. You will use the reference material
to design your 2D game assets. Remember this has to be real life reference, no concept
or game art.

Present you reference in a nice file called “01_Reference” and save this file as a PSD and
jpg.

4. Make a Style guide.


 02_Styleguide.psd/02_Styleguide.jpg
The next step is to create the style guide, this runs together with the design process. It is
important to realize that this is an iterative process throughout the whole design phase.
The style guide is the document in which you describe the look and feel of your game so
that other developers can design 2D assets in the same style of your game. You describe
the lines, the shapes, the colors, composition, atmospheric perspective, character, ….
Also make sure you create a nice-looking layout for your style guide.

Save your style guide as a psd and jpg named “02_Styleguide”.

5. Start designing your level


 03_DesignProcess.psd/03_ DesignProcess.jpg

Designing is a process, so show us how you came to your design and style. You will make
iterations on all the props, end Item, platform and of course characters (but those should be
presented in another document, see point 6). This process runs closely together with the
style guide. During the iteration process you might find a new shape language for example.

Present you design process in a document named “03_DesignProcess” and save this as a psd
and jpg. This can be multiple documents, name them accordingly, f.e. 03_DesignProcess_01,
03_DesignProcess_02,…..

6. The character
 04_CharacterDesign. psd /04_CharacterDesign.jpg
You will design a player character and an enemy. Make at least 3 horizontal and 3 verticals
iterations per character. Present these in a nice document. When your design is finished you
will put it in the sprite sheet. Make sure when making you character you keep the arms,
legs, body and head in different layers, this will make it easier to make the run cycle. Same
for the enemy.

Put your design process of character and enemy in a document called 04_CharacterDesign
and save it as a jpg and psd. No need to hand in all the sprite sheet, these will be in your
streaming assets folder.

SPRITES YOU NEED TO HAVE:

- Player character with a run cycle of at least 4 frames

- Player character jump, at least 1 frame

- Player character death, at least 1 frame

- Player character idle, at least 1 frame

- Enemy with animation cycle, at least 4 frames.

7. Start and end screen


 06_StartScreen. PSD/06_Startscreen.jpg
 07_EndScreen. PSD/07_Endscreen.jpg
You will design a start and end screen. Think about UI design, make sure the right
information is communicated to the player. Try to make something original, don’t just use a
screenshot with some text smacked on there. Make sure it has the right size, 1920x1080.

8. The Assets
 08_Assets. PSD

Make all your assets in a photoshop file(1920x1080). Then you will drag them into the new
file with the right size of the asset.

Here’s an overview of all the assets, you can watch the theory again for further explanation.
Text in red and bold is the name this asset needs.

1. Tiles (200x300 px)


 tiles.png

This is the tileset for your level. Each tile is 50 by 50 pixels.


2. End Item( 666x500 px)
 endItem.png

This prop should be something your character can enter, for example: a building,
vehicle,….It will be at the end of the level.

3. Prop 01 (150x150 px)


 prop01.png

4. Prop 02 (150x150 px)


 prop02.png

5. Prop 03 (150x150 px)


 prop03.png

Make sure these props are all different from each other.

6. Floating Prop 01 (128x32 px)


 envFloatingProp01.png

Does not have to be clouds, can be anything that floats.

7. Floating Prop 02 (128x32 px)


 envFloatingProp02.png
Does not have to be clouds, can be anything that floats.
8. Collectible (64x64 px)
 objCollectible.png

9. Environment Background Far (256 x123 px)


 envFarBack01.png

10. Environment Middle Back 01 (256x256 px)


 envMiddleBack01.png

11. Environment Middle Back 02 (256x256 px)


 envMiddleBack02.png

12. Environment Middle 01 (512x512 px)


 envMiddle01.png

13. Environment Middle 02 (512x512 px)


 envMiddle02.png

14. Start screen (1920x1080 px)


 startScreen.png

15. End screen (1920x1080 px)


 endScreen.png

16. Character Die ( At least 1 frame)


 characterDie.png

17. Character Idle ( At least 1 frame)


 characterIdle.png

18. Character Jump ( At least 1 frame)


 characterJump.png

19. Character Run ( At least 4 frames)


 characterRun.png

20. Enemy ( At least 4 frames)


 enemy.png

HOW AND WHERE TO HAND IN

Hand in: Leho dropbox


1 HOUR before your class’ presentation slot (So before 7:30 or 12:30)

You still have to come the presentation, just a hand in is not enough.
Hand in a .rar file of the main folder with the following naming convention:

XX_FamilyName_Name_Exam.rar

XX = your class group

Ex. 1IGP13E_ Ingels_Joost_Exam.rar

This main folder contains:

Psd_files:

01_Reference.psd

02_Styleguide.psd

03_DesignProcess.psd

04_CharacterDesign.psd

06_StartScreen. psd

07_EndScreen. psd

08_Assets.psd

Jpg_files:

01_Reference.jpg

02_Styleguide.jpg

03_DesignProcess.jpg

04_CharacterDesign. jpg

06_StartScreen. Jpg

07_EndScreen. Jpg

Game:

This contains the game you can download from LEHO, but with the assets replaced by your own. Make sure
your assets are in the StreamingAssets folder.

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