GAME DEVELOPMENT - COMPILATION
20/04/2026 - 0/0/2026 (Week 1 - Week 14)
Madeline Ordelia Tjahjadi (0376920)
Bachelor of Design in Creative Media
Compilation
Table of Content
1. Lectures
2. Instruction
3. Process Work
4. Feedback
5. Reflection
1. Lectures
Week 1
We were given a brief about the module and an explanation of what programs
we will use. Ron recommended us to use PlayCanvas as the software to use,
because it's easier and he's already tried a bunch of software. The project
can be done individually or in groups; we can choose ourselves.
Week 2
This week we proposed and presented our ideation to Ron. My group and I
received feedback and revised some of it. After receiving that feedback, we
consulted with him one more time regarding our new art style direction and
how we are going to execute it.
Week 4
This week Ron taught us how to do 3D modeling in blender and how to export it to PlayCanvas. We also ask another tutorial for 2D movement in PlayCanvas.
Week 5
Consultation
Week 6
Consultation and we continue to finalize our assets.
Week 8
Consultation and creating assets
Week 9
Consultation and finalizing assets
Week 10
Consultation
Week 11
Still consultation
Week 12
Still consultation
Week 13
Consultation
2. Instruction
3. Process Work
During the first week of this module, Sir Ronald (who prefers to be called
Ron) briefed us on the module. Ron said that he changes the requirement
every semester so it doesn't get boring. This semester, he decided to
introduce us to a new software for creating games called PlayCanvas. Before
this, he briefed us on what tasks would be and showed us examples of
seniors' work and some games related to the theme.
The theme for this semester is mental health: "Where healing meets fun."
Ron showed us some games he has played that also revolves around the theme
of mental health. Examples include Gris, Before your eyes, Dear Esther,
Spiritfarer, and many more. This project can be done individually or in a
group. I chose to be in a group consisting of seven people:
Lee Wai Xian | 0365740
Jensen See Yong Chern | 0366322
Madeline Ordelia Tjahjadi | 0376920
Gwendalyn Firly Bong | 0374580
Jesslyn Octavia Tjong | 0374562
Khansa Raudlatus Syahiidah | 0374511
Feilycia Joy Kurniawan | 0373400
Jensen See Yong Chern | 0366322
Madeline Ordelia Tjahjadi | 0376920
Gwendalyn Firly Bong | 0374580
Jesslyn Octavia Tjong | 0374562
Khansa Raudlatus Syahiidah | 0374511
Feilycia Joy Kurniawan | 0373400
To start with, we created documents for us to discuss easily and pour our
ideations into. Ron have us an example of a game design document that we can
refer to for a head start on what we should think about when making a game.
Below are our concepts draft:
For a starter, we each gave our own ideation and concept to discuss and choose
from. After several discussions, my concept and Sean's were chosen, but with a
mix of both and some revisions after discussion with others. We referred back
to the game design document and outlined what we should have in our
games.
After we finalized the story along with the progression of the game, we
consulted on our concept and it was approved. With small changes needed to
fill some blank spaces in the story, Ron suggested a lot of good feedback.
First, we need to determine our protagonist's biography so we can make our
story more relatable, especially when illustrating the environment and the
cultural differences. Since our story is about self-blame and relates back to
parenting, we need a more realistic background story. Second, we need to
adjust the ripped diary part and change it to a ring binder where pages can be
removed so the diary doesn't need to be ripped, making it more realistic for
them to be scattered around the house. After the feedback, we changed it and
discussed our art style and how to execute it.
During our discussion, we decided to go with a 2D-HD game concept, so we want
our art style to be pixelated. At first, we wanted the point of view to be
from the side, but after further discussion, we think it is better if our POV
is from the top, so we can see the movement clearly. Below is the example:
Figure 3.3: Illustration reference.
Source: https://pin.it/6hxZGlZSF
Figure 3.4: Moodboard from pinterest for illustration.
To make pixelated art, we searched for apps to create it, we stumbled upon
Aseprite and Pixelorama (recommeded by Ron). These will help us create
pixelated assets for the game. Pixelorama is open-source and free, while
Aseprite needs to be purchased. After looking at tutorials, they definitely
serve the same purpose and are quite similar in how to use them. Below is
our draft after further discussion, we finalized story, items, illustration
and etc:
Figure 3.5: Draft progression.
After we finalized the document, we proceed to make the storyboard to visualize the interface for our game.
Figure 3.6: Storyboard process
After the group meeting, we decided to divide the workload. Feilycia, Sean, and Jesslyn will work on the illustrations (basically the game's visual assets). I will be joining the coding team and (hopefully) creating the music. The rest of the group will also be on the coding team; however, we will all support one another and help out across all tasks as needed.
In week 3, we began creating assets, including the character designs and the layout for each area. The character was the first assets completed; Sean was in charge of the design and we used Pixelorama to create the pixelated look for all assets. He first sketch the design character and ask AI to help prompt the movement design to create animation.
Figure 3.7: Character Sketch.
Figure 3.8: Character draft using AI to create movement.
Below are the finalized character design in pixelated art and create the movement animation:
Figure 3.9: Finalized character.
After finalizing the character, we also completed the layouts for each area/rooms. Since the main character has a Malaysian background, we want to evoke a "kampong" vibe. We found this resource (https://www.littledayout.com/visiting-pulau-ubins-chinese-kampong-house/) and used it as a guide. For the color scheme, we want to achieve something like this:
Figure 3.9: Reference for color scheme.
Feilycia was in charge of our sketches for room's layout and utilize AI to help build the layout with pixelated and colored design, using our research as a reference. This later will help us to draw it in Pixelorama as a guide.
Figure 3.10: Sketch for layout.
Jesslyn will be in charge of drawing the other close-up items that the player interacts with, such as the diary, album, rotan, alcohol bottles and more (still in progress).
Figure 3.12: Sketch (top) and AI (bottom).
We're continuing to work on the code for our character movement and we're using Gemini to help us write it as our foundation. After that we will change it based on our needs.
Figure 3.13: Code progress.
To test this code, we are using placeholder AI layout since our assets aren't finished yet. We also created walls to prevent the character from moving off the 2d screen.
Figure 3.14: Trying the code.
In week 5, we continued working on our code and successfully solved the character's movement. Now, we need to figure out how the character will move between rooms. To achieve this, we need to place a trigger on the doors that teleports the character to a different scene. Consequently, we have created five different scenes dedicated to each of our rooms, including a newly added hallway.
Figure 3.15: Different scene created.
We also created a new script for scene transitions. While we successfully managed to get the character to change scenes, their positioning after the transition is still an issue we need to solve.
Moving on to the illustration side of things, we have finished creating the assets for several of the rooms.
Figure 3.16: Living room asset.
We have three different conditions for the bookshelf: scattered, tidy, and without the diary.

Figure 3.17: Hallway asset.
In week 6, we still exploring the coding while finalizing the assets. We managed to fix the problem for our character position when it changes scene. Ron helps us to create a coding to keep tracks the overall character movement.
Figure 3.18: New script added in the root.
In week 8, we mainly focus on the assets. We currently done most of our assets, left with parents room and emily's room, and some of the close up things. While the illustration team finalize the assets, the coding team trying to start the first interactive activity which is the bookshelf: where player will press E to clean the scattered books into the bookshelf. We use a testing assets to indicate the changes.
Figure 3.19: Testing process.
We successfully make all of the interactive elements in living room area, including changing the test assets into our final assets. We also add UI element like "press [E]" to indicate how player can interact later.
Figure 3.20: Progress for interactive elements in living room.
In week 9, we still finalizing all the assets. For the coding, we continue to make all the interaction in kitchen area to work. So far, we implement the same pick up books in living room area to our pick up bottle, for the interaction/mission in kitchen area. Additionally, we also create scene for the interactive object, so when player interact with the object it will show the close up UI screen. To achieve this, we decided to change scene when we interact, since the pop up UI screen will be full screen anyway.
Figure 3.21: Process for interactive elements in kitchen.
However, we still have a problem with the 'E' prompt for each of the bottles that we need to pick up. That is the something that we want to consult for next week.
In week 10, we consult about the problem and Ron figure out how to do it. Basically, instead of having one new entity consist of the prompt, We can just immediately put it inside each of the object (the prompt). Later in the script we can called the prompt inside the object.
We also figure about our layout problem, we initially put our image of the background on a screen, when we can just put it outside in the root. So, after we figure that out, we pull it out from the screen UI component, and ended up need to arrange everything again from the start. But, if we manage to do it, it will be easier for us in the future to arrange our sprites.
Figure 3.22: Layout after changing camera.
As you can see in Figure 3.22, after we change the camera to orthographic, we manage to make all of the asset sticks to the image instead of flying in front of the image.
As for the assets, the illustrations team were basically done with the assets that we needed, just need some adjustment based on our code logic and everything. We put all the assets inside the drive:
Figure 3.23: Assets stored in drive.
Additionally, this week we also start our UI design such as, the main menu and also the intro and outro of our game.
Figure 3.25: Intro assets.
In this week (week 10), we also aim to finish the kitchen and living room area, because once we finish with this area, the logic for the other rooms are basically the same. We are trying to finish the main activity/mission in the game and additional things like close up scene, blocking the layout and adding a bit of UI element.
(progress of the things said above)
In week 11, we consult to Ron because we need to ask several things regarding of our code. During the consultation, Ron actually notice the problem in our code, where everything is tangled and we need to start again to make the code cleaner.
It's actually quite stressing to go back to square 1, when we thought we almost finish. But after we fix it, Ron suggestion was right and it helps us a lot.
We basically only have 6 main code that can be applied to anywhere that has the same activity or action. Other games that requires special code we have separate script for that.
(progress)
In week 12, we more focus on finishing all the big activity or the mission for each rooms. Additionally we also finish the homepage and intro.
(progress)
We also make a list and search a sound effect that we will be using for everything.
(progress)
4. Feedback
Week 1
Briefing and introduction to module
Week 2
The concept of the game already flows smoothly; it just needs some light
adjustments. He suggested creating a biography for our protagonist to make our
story more relatable (in terms of the environment). Some details in the
narrative need changes; for example, we should make the ripped diary more
realistic by changing it to a ring binder where we can remove the sheets from
inside. We also consulted him about the art style and the software we want to
use, and he recommended additional software that is free and accessible.
Week 3
no class
Week 4
We gave our progression to Ron and he said overall good, we just ask him how to do some coding stuff for movement.
Week 5
We ask a lot about coding, Ron help us to fix some of our problem.
Week 6
Ron help us to fix our last week problem in the coding.
Week 7
no class
Week 8
Mainly focus on assets and ask about our coding
Week 9
focus on assets creation
Week 10
Ron fix our prompt problem and basically see our progress.
Week 11
We ask Ron couple of things and he noticed that we have problem in our code where everything is tangled so we need to start a new script to make everything more clean.
Week 12
Focus on finishing our games in each rooms.
Week 13





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