GAMES DEVELOPMENT - FULL PROCESS
20.04.26 - 20.07.26 (Week 1 - Week 14)
Michelle (0373843)
Games Development/ Bachelor of Design (Honours) in Creative Media / Taylor's University
Full Process
Michelle (0373843)
Games Development/ Bachelor of Design (Honours) in Creative Media / Taylor's University
Full Process
TABLE OF CONTENTS
CLASS: LECTURES, TUTORIAL, & PRACTICAL
Week 1 (20/04/26)
Introduction, assignment brief, guidance & expectations. Tools & reference materials are shared:
GAME ENGINES (Optimization is needed in games - to avoid performance from suffering)
- PlayCanvas
- Versatile, everything’s on the cloud.
- Easier to learn from, AI tools know mostly everything about it.
- Suitable for sharing (group work).
- Gogot
- Unity
- Inconvienient due to changes in every updated version.
- Unreal engine (heavy)
AI TOOLS
- Gemini
- Google Labs
- ComfyUI
GAMES
- Steam
- Itch.io
Lecturer's Notes
- Study from the net (all that's free), ask lecturer for missing resources.
- First 4 weeks of exploration.
- Watch Youtuber playthrough of games, better to try playing ourself.
- Study PlayCanvas.
- AI allowed: brainstorm, specific code generation, asset creation (credit honestly).
- Don't bluntly use AI (too obvious) - make sure to
- Contact lecturer in class timing - slow response outside of class hours.
- Consult early on weekly basis to make sure requirements are met.
- Grade (aesthetics) are subjective, result is a byproduct.
- Focus on asking how we can improve our work, rather than grades.
- Bonus mark: if the game makes lecturer cry.
- Set good benchmark for juniors.
- Make sure idea is doable in 10 weeks.
Week 2 (27/04/26)
Individual progress consultation.
Week 3 (04/05/26)
GDD draft submission.
Week 4 (11/05/26)
To Explore:
- Gaussian platting - supersplat
- Captures actual world > game environment
- Render real-time
- Exploration: How to alter & manipulate splat
- Vector vs. Raster
- Script language (PlayCanvas: JavaScript)
- PlayCanvas - Explore other game projects
Blender Tutorial (3D modelling & animation)
- Add modifier: Subsurface division
- Edit mode, select mode (vertex, edge, face)
- Adjust viewport & render
- Modify shape > create model (scale, extrude, subdivide) - control by axis x, y, z
- Copy & paste - keep 1 as source
- Edit/alter the duplicate
- Make sure scale correct
Texture
- w key - select faster (can adjust range)
- cut up parts (select edge) - mark sceme
- Map > Unwrap model
- Uv > export uv layout
- Open & edit in other software (PS or AI)
- Material - apply image
Import to PlayCanvas
- File - export - glb/gltf
- Select - eye (view)
- Make sure scale correct first before adding to play canvas. (So the size is 1:1 when imported, easier to resize)
- Drag & drop file (root added)
- Template = main parent > drag to area
- Add component (e.g. animation)
- Add script: to control animation
- Template = main parent
Animation
for all game engine > animation must be controlled by a bone
- Layout > armature - drag to the center of model.
- Select armature (always select bone first), then mesh - combine.
- Weight bending/painting?
- Pose Mode
- Dope sheet > record animation
- Insert keyframes
- Script
- initialize: when first opening
- update: what happens every frame
Week 5 (18/05/26)
Group progress consultation
Week 6 (25/05/26)
!
INSTRUCTIONS
PROCESS WORK
Task 1: Game Design Document (GDD)
Week 1 (20/04/26)
Research single-player games & game engine: PlayCanvas
Come up with idea & Start framing GDD
Decide to work solo/form a group
Week 2 (27/04/26)
Partnering up with Yu Xuen (Noelle). We agreed on doing a game on plants. We do some research on other existing games to get reference, and try to come up with original ideas for our game.
Week 3 (04/05/26)
Meeting up with Noelle to form our GDD draft and try out PlayCanvas.
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| Fig 3.3 Meet with Noelle |
Task 2: Art Asset Development
Week 5 (18/05/26)
Redirect & simplify game concept, revised GDD.
Task 3: Game Prototype
Week ? (00/00/00)
!
FEEDBACK
Week 1 (20/04/26)
- First idea on 4 seasons is mainstream, make it more unique - find central theme that relates with audience (Asian): try using local weather.
- It’s okay to work solo, lecturer can help guide the work scope.
Week 2 (27/04/26)
- Allowed to request for specific skills to be taught by the lecturer.
- People often base their ideas on what already exists to ensure achievability. However as creatives, we should first define what we truly want to create. Only then, explore how to achieve it. Avoid letting perceived limitations (technical worries) shape the idea. Guidance and solutions can be seek later form our beloved lecturer.
- I should have a sounding board to let out & evaluate my ideas. I can consider teaming up if I can get my ideas aligned with the partner!
Week 3 (04/05/26)
No feedback, lecturer is sick.
Week 4 (11/05/26)
- When in doubt - ask internet, AI.
- how to do things.
- breakdown script function.
- Don't worry to feel lost at the start, it happens.
- 2D game is easier than 3D - AI can generate assets better.
Week 5 (18/05/26)
- Game concept: Inner Garden
- has a lot of nested chain of interaction mechanics between the different subsystems (simply: very big & complex - hard to accomplish within the timeframe).
- Need to figure out browser-based-memory.
- Pick essentials from current concept - focus on that.
- Game with real time weather is doable.
- Fits the mental-wellness theme - relaxing.
- Audio visual direction have to be really strong.
- Game reference: Tiny Glade, Townscaper.
- Idea to explore: Unique experience every time (things are not permanent).
- For help, we can find Ron outside class timings.
- On campus: Tuesdays & Fridays afternoon at E1.01.
- Online: WhatsApp - or request virtually.
Week 6 (25/05/26)
!
REFLECTION
Experience
!
Observation
!
Findings
!



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