Games Development

26.09.2025 -  (Week 1 - Week 4)

Kiew Ting Yi (Nicole) / 0361143 / Bachelor of Design (Honours) in Creative Media
Games Development 
Task 1 : 


Table of Contents:

1. Lecture: 
2. Instructions
3. Task 1: 
4. Feedbacks
5. Reflection


EXERCISES:

WEEK 1 EXERCISE

For our first exercise, we needed to come up with an idea for our game. 
Ronald mentioned to focus more on the game mechanics. 

As I am much more to storytelling, I've decided to come up with a story and then decide on the possible game mechanics to make my game more interesting. 

My thinking process to start is to find:
  • Subject
  • Location
  • Objective
Inspirations & References
  • Alice in Wonderland (themes, but with changed names/characters for originality).
  • Slenderman: The Eight Pages as a mechanical reference for minimalistic horror.
General horror tropes:
  • False sense of security → transition into dread.
  • Notes/messages that break the 4th wall (“Wake up. You were never safe.”).

Game Title: Malice Alice

Slenderman as a Reference Point

Core Game Mechanics
  • Exploration in an open environment.
  • Collect items (pages/notes) while avoiding a stalking enemy.
  • No direct combat, only evasion and survival.
Location
  • Isolated, looping space (forest, abandoned places).
  • Increasingly claustrophobic as tension builds.
Main Objective
  • Collect all items while staying alive.
  • Survive long enough to uncover the hidden truth.
Game Mechanic Idea: Puzzle Games

Core Game Mechanics
  • Solve puzzles (logic, pattern, spatial) to unlock hints or collectibles.
  • Each puzzle completed reveals clues about missing characters.
Location
  • Distinct puzzle-themed environments (garden maze, locked study, dreamlike spaces).
Main Objective
  • Progressively gather information through puzzles to move closer to the mystery’s solution.

Game Mechanic Idea: Visual Novel 

Core Game Mechanics
  • Choice-driven narrative with branching dialogue paths.
  • Multiple endings based on player decisions.
Location
  • Static illustrated backgrounds representing different environments.
Main Objective
  • Shape the story’s outcome by making meaningful choices.
  • Unlock different fates or hidden truths depending on paths chosen.

Game Mechanic Idea: ARG (Alternate Reality Game)

Core Game Mechanics
  • Extend the game into real-world platforms (websites, YouTube, social media).
  • Hidden codes, ciphers, and collaborative puzzle-solving.
Location
  • Exists across both in-game world and external digital spaces.
Main Objective
  • Piece together a fragmented meta-narrative.
  • Lead players to a “final revelation” outside the game client.

Feasibility in Godot + Blender

Godot
  • Perfect for 2D/2.5D games (ideal for cutesy-to-horror aesthetic).
  • Handles branching dialogue (visual novel) and puzzles fairly easily.
  • Horror atmosphere (lighting, sound cues, sudden reveals) achievable with Godot’s scene system.
Blender
  • Can create stylized 3D assets (props, characters, environments).
  • Export assets into Godot for use in a 2.5D hybrid style (2D HD textures with 3D models).
  • Timeframe (10–14 weeks)
  • A small-scope horror demo is feasible:
  • Slenderman-style collectible loop.
  • Light puzzle integration.
  • Simple visual novel dialogue sequences.
  • ARG elements are more ambitious but could be prototyped through a linked website/YouTube channel.
Conclusion

How They All Fit Malice Alice:
  • Slender-style loop = Tension + exploration baseline.
  • Puzzle version = Intellectual engagement; Wonderland riddles fit Alice’s lore perfectly.
  • Visual Novel version = Narrative depth; multiple endings reflect Alice’s fractured psyche.
  • ARG version = Extends Wonderland beyond the screen, blurring reality (Alice can’t “wake up” because neither can you).

Short & atmospheric → Slender/puzzle hybrid works best.
Story-driven → VN with puzzles + multiple endings.
Immersive experience for class showcase → add an ARG layer.





WEEK 2 EXERCISE

This week we learned how to do subdivision and Ronald suggested to use that to ease the transition between that and Godot.


a bunch of hammers stacked onto each other on Godot.

I've decided to try and model my main character Alice, as I wanted to test my skillset

Breakdown of my tasks:

- Draw a 2D model of Alice
- Start to watch tutorials on how to make a chibi base model.

Alice 2D Model

Building Difficulties:

- Converting a subdivided cube and adjusting was difficult without learning the keyboard shortcuts.
- After learning the shortcuts, it's small things like glitches or viewing something on my scene and can't come back to it because I don't know what I clicked, haha.

After coming to terms that I couldn't make the chibi. myself, I scavenged online for an asset and this is what i found:


Then I started building the hair and the body.


Along the way, I followed my sketch and this is the final result:



I tried to paint the face and the shoes, however it did not register my UV even after I unwrapped it. 
Will try again when I can. 


WEEK 3 EXERCISE

This week, we grouped up according to the lollipop given by Ronald, and my group consists of 5 girls who chose the apple flavoured lollipop! Because of this, I've decided to call us the Flat Fruit Group (a pun of Apple in Mandarin) and we all delegated the tasks accordingly. 

We are tasked to do 2 Game Design Document (GDD), and we went ahead with my initial Game Idea, Malice Alice and Natasha's Game Idea of an Owl which is a wizard, thus calling the game Wizard of Owlz. 










INSTRUCTIONS



According to the Module Information Booklet (MIB), we are to:

  • Create an

TASK1


FEEDBACKS

Week 1
General Feedback: 

Specific Feedback: 

Week 2
General Feedback: 
Specific Feedback: 

Week 3 (Absent with Leave Approved)
General Feedback: 
Specific Feedback: 

Week 4 (Absent with Leave Approved)
General Feedback:
Specific Feedback:



REFLECTIONS

EXPERIENCES



OBSERVATION



FINDINGS

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