Game Art | Project 1 : Prop/Asset Design

21.4.2025 - 30.5.2025 || Week 1 - Week 10
Yong Zhen Xing || 0359473
Game Art || Bachelor of Design (Honours) in Creative Media / Taylor's University
Project 1 : Prop/Asset Design

Contents

1. Lectures (Links to the Exercises Page)

2. Instructions


4. Reflection

Instructions


Prop/Asset Design
In project 1, we were to select a game and build modular prop and asset design for said game. We are to design props for the hero or even environment props as long as it follows the game's world. The outcome of project 1 is to have a good base to be then developed into a 3D model in project 2.

My selected game is Split Fiction, a coop game on 2 protagonist with 2 different worlds ; Fantasy and Sci-Fi. After careful consideration, I have decided to work on the sci-fi world. So I thought of simple props and assets that could be potentially used in the game.

I decided to make 4 different assets to be used in a battle area. An enemy, a hero item, and 2 environment prop that are connected/interacts with the hero item.

First, I looked into sci-fi enemy design and study its shape language.

fig 1.1, Enemy Moodboard (6/5/2025)


I then manage to come up with the sketch below (fig 1.2). After receiving feedback, I need to better improve it to make it more 3 dimensional.

fig 1.2, Enemy Sketches 1 (6/5/2025)


Afterward, I continue exploring on different enemy designs. I tried to focus less on creating a robot figure and experimented more on different forms. After receiving feedback, I then further developed one of the enemy designs which can be seen in fig 1.4 in orthographics form.

fig 1.3, Enemy Sketches 2 (13/5/2025)

fig 1.4, Enemy Orthographics (16/6/2025)

I also started considering its functions which is as explained below.

fig 1.5, Enemy Materials and Functions (22/6/2025)

fig 1.6, Enemy Render (16/6/2025)


For the hero item, I wanted to create a hero prop that will be utilized throughout the chapter/level. The idea behind the prop is that it holds charge, and it can be used to shock, bypass and clear sections of the level. It will also be used in the arena to defeat the boss.

fig 2.1, Prop 1 Moodboard (26/5/2025)

fig 2.2, Prop 1 Exploration (26/5/2025)

fig 2.3, Prop 1 Orthographics (16/6/2025)

fig 2.4, Prop 1 Materials and Functions (22/6/2025)

fig 2.5, Prop 1 Render (16/6/2025)


For the third asset, I have decided to make a control panel type of machine that connects with the hero item for interaction. This can be place in the battle area where using it can affect the boss as well as the fourth asset.

fig 3.1, Prop 2 Moodboard (26/5/2025)

fig 3.2, Prop 2 Exploration (26/5/2025)

fig 3.3, Prop 1 Orthographics (16/6/2025)

fig 3.4, Prop 2 Materials and Functions (22/6/2025)

fig 3.5, Prop 2 Render (16/6/2025)


Lastly, for the fourth asset, since the environment will be set in a battle arena, I first looked up examples on what can be placed in the arena. After thinking about it, I have opted for a center prop that can affect the boss through electrical charge. This asset can also be triggered with the previous asset.   

fig 4.1, Prop 3 Moodboard (9/6/2025)

fig 4.2, Prop 3 Exploration (9/6/2025)

fig 4.3, Prop 3 Orthographics (16/6/2025)

fig 4.4, Prop 3 Materials and Functions (25/6/2025)

fig 4.5, Prop 3 Render (16/6/2025)


Next was the battle arena as part of the environment concept. I studied many different examples and looked at different type of areas that can be used as a battle arena. But it seems like the most common battle area is a circular type of area, so I decided to go for that idea.

fig 5.1, Arena Moodboard (23/6/2025)


Since I wasn't quite sure how to concept the arena initially, I blocked it out in blender and experimented with different shapes. 

fig 5.2, Arena 3D Blockout (2/6/2025)

I then use the camera from blender and made this quick sketch as a concept on how it would play in that arena. It clearly needed more details to make it visually appealing. But I also needed to consider the space around since it's where a fight would happen.

fig 5.3, Arena 3D Blockout (3/6/2025)

Drawing over the block out again, I then made these 3 composition which can be seen below.

fig 5.4, Arena Concept 1 (23/6/2025)

fig 5.5, Arena Concept 2 (23/6/2025)

fig 5.6, Arena Concept 3 (23/6/2025)

Concept 3 was interesting so I continued on that by rendering that composition and adding colours.

fig 5.7, Arena Greyscale Render (24/6/2025)

fig 5.8, Arena Final Render (24/6/2025)


Final Outcome

fig 6.1, Project 1 Final (25/6/2025)


Reflection
This first project itself was very draining as there were many sketches that we needed to do. Despite that, I still had fun concepting my work and bringing my ideas to life. There are still lots of aspect I can improve on in terms of design and in my drawing capabilities, especially in perspective. But overall I feel like it is a good start for being project 1. Looking at many different references definitely helped me in concepting more intricate ideas as well. Because of these I should be less picky when it comes to finding for references.

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