Games Development | Final Compilation & Reflection
23/9/25 - ?/?/? | Week 1 - 14
Iman Mikudim | 0338004 | Section 1
Games Development | Bachelor of Design (Hons) in Creative Media
Final Compilation & Reflection
SECTIONS
- Week 1: Individual Game Ideation
- Week 3: Individual Asset Creation
- Week 5: Game Design Document Presentation
- Week 6: Script Interactions
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LECTURES
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INSTRUCTIONS
Week 1 - Individual
Game Ideation
Instructions: Individually
come out with a game idea (or
many ideas, remember the
limitations), and make your
first game pitch. Some lucky
(or unlucky) students will be
selected to do a 10-minute
presentation of their game
idea(s) next week on Sept-30.
No specific format for now
(we’ll do Game Design Document
in later class), so try to
find the most creative and
effective way to convey your
game ideas. This may not end
up being your Final Project,
but will still contribute to
your Continuous Assessment
grade.
Fig 1.1
Individual Game
Ideation | Week 1
(23/9/25)
Week 3 - Individual
Asset Creation
Based on your game idea, make
some of your 3D game assets
(model at least your main
game character and an
environment object). Then
import this into Godot. Some
lucky (hopefully you’ll just
feel lucky by now) students
will be selected to do a
10-minute sharing of their
asset creation experience in
W3. The asset may not end up
in your Final Project, but
will still contribute to your
Continuous Assessment
grade.

Fig 2.1 'Robot' Character
Creation | Week 3 (7/10/25)
I decided to design the
main character as a
geometric robot because it
fits the overall look and
feel of Gravity. The
game’s art style is clean
and minimal, built from
simple shapes, so using
geometric forms keeps
things consistent and
futuristic. It’s also
easier to model as a
beginner in Blender,
letting me focus on clean
shapes and lighting
instead of complex
details. Plus, the simple
design makes the character
stand out clearly during
gameplay, which works well
for a platformer.
Fig 2.2
Adding Initial Material
to Robot | Week 3 (7/10/25)
For the material, I
initially applied a glossy
texture with shades of
red, yellow, pink, and
purple to give the robot a
metallic and reflective
look.
Fig 2.3 Adding Refined Material to
Robot | Week 3
(7/10/25)
However, when I imported it
into Godot, the texture
didn’t transfer properly, so
I switched to a solid
colour-based material
instead. Since the overall
theme of the game follows a
neon aesthetic, I updated
the color scheme to bright
neon shades of purple, pink,
and cyan.
As part of my
environmental object, I
created spikes that appear
throughout the scenes,
which players must avoid
using gravity. The design
was inspired by a YouTube
tutorial I followed, which
was really helpful and
taught me several useful
shortcuts I didn’t know
before. However, instead
of using cylindrical
shapes as shown in the
tutorial, I decided to
stick with the overall
geometric design style of
my game.
Fig 2.5 Adding Initial Material
to Spikes | Week 3
(7/10/25)
I then applied the same neon
cyan and pink colour scheme
to the spikes to keep them
consistent with the overall
theme of the game, with the
base being black to create
contrast against the bright
colours.
Fig 2.6 Adding Refined
Material to
Spikes | Week 3
(7/10/25)
Again, when I imported
it into Godot, the
texture didn’t transfer
properly, so I replaced
it with a solid
colour-based material
instead.
Fig 2.7 Adding Assets
to Godot | Week 3
(7/10/25)
Once I was
satisfied with the
designs of both my
character and
environment
object, I imported
the assets into
Godot to see how
they would look
together in the
same scene.
Week 5 - Game
Design Document
Presentation
This week, my
group and I
presented our game
design document,
which was based on
my groupmate
Leen’s initial
game concept,
'The Last
Train'. After our
presentation, our
lecturer gave us
the green light,
noting that our
document was
comprehensive and
that he could
clearly envision
the final form of
the game.
Fig 3.1
'The Last Train'
Game Design
Document | Week 5
(21/10/25)
Week 6 - Script
Interactions
Instructions:
Based on the game
your team is
making, each
person will pick
an interaction
to script. Create
more assets as
necessary for the
interactions.
Within a team,
the same interaction
can be picked by
at most two people
(potentially to
compare different
approaches). Do
research together,
use the internet
and consult your
AI teammates on how
to create the
interactions for
your games. Help
each
other (within and among
teams) and script
as much
interaction as you
can. You
are essentially
beginning to build
your Game
Prototype
here.
xx insert godot
progress video
here xx
This week, my
group and I
coordinated which
assets each of us
would work on. We
decided that
everyone would
create a “walking”
animation for the
player in
different
carriages to see
how each version
might look and to
get some hands-on
experience with
Godot. Since I
missed class
because I was
sick, I watched
online tutorials
to learn how
scripting in Godot
works. Luckily, I
found a YouTube
video (link) that explained
everything really
clearly and made
it easy to
understand. After
finishing my
walking animation,
I shared the video
with my
groupmates, who
had also been
struggling with
the scripting, and
they were able to
make progress
after watching it
too.
I decided to design the
main character as a
geometric robot because it
fits the overall look and
feel of Gravity. The
game’s art style is clean
and minimal, built from
simple shapes, so using
geometric forms keeps
things consistent and
futuristic. It’s also
easier to model as a
beginner in Blender,
letting me focus on clean
shapes and lighting
instead of complex
details. Plus, the simple
design makes the character
stand out clearly during
gameplay, which works well
for a platformer.
For the material, I
initially applied a glossy
texture with shades of
red, yellow, pink, and
purple to give the robot a
metallic and reflective
look.
However, when I imported it
into Godot, the texture
didn’t transfer properly, so
I switched to a solid
colour-based material
instead. Since the overall
theme of the game follows a
neon aesthetic, I updated
the color scheme to bright
neon shades of purple, pink,
and cyan.
As part of my
environmental object, I
created spikes that appear
throughout the scenes,
which players must avoid
using gravity. The design
was inspired by a YouTube
tutorial I followed, which
was really helpful and
taught me several useful
shortcuts I didn’t know
before. However, instead
of using cylindrical
shapes as shown in the
tutorial, I decided to
stick with the overall
geometric design style of
my game.
I then applied the same neon
cyan and pink colour scheme
to the spikes to keep them
consistent with the overall
theme of the game, with the
base being black to create
contrast against the bright
colours.
Again, when I imported
it into Godot, the
texture didn’t transfer
properly, so I replaced
it with a solid
colour-based material
instead.
Once I was satisfied with the designs of both my character and environment object, I imported the assets into Godot to see how they would look together in the same scene.
Week 5 - Game Design Document Presentation
This week, my
group and I
presented our game
design document,
which was based on
my groupmate
Leen’s initial
game concept,
'The Last
Train'. After our
presentation, our
lecturer gave us
the green light,
noting that our
document was
comprehensive and
that he could
clearly envision
the final form of
the game.
Week 6 - Script Interactions
Instructions: Based on the game your team is making, each person will pick an interaction to script. Create more assets as necessary for the interactions. Within a team, the same interaction can be picked by at most two people (potentially to compare different approaches). Do research together, use the internet and consult your AI teammates on how to create the interactions for your games. Help each other (within and among teams) and script as much interaction as you can. You are essentially beginning to build your Game Prototype here.
xx insert godot progress video here xx
This week, my group and I coordinated which assets each of us would work on. We decided that everyone would create a “walking” animation for the player in different carriages to see how each version might look and to get some hands-on experience with Godot. Since I missed class because I was sick, I watched online tutorials to learn how scripting in Godot works. Luckily, I found a YouTube video (link) that explained everything really clearly and made it easy to understand. After finishing my walking animation, I shared the video with my groupmates, who had also been struggling with the scripting, and they were able to make progress after watching it too.
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