Exploratory Practice – Personal Project
Video outcome link: https://vimeo.com/manage/videos/833051586
Statement of Intent
In this project, my main goal was to make an exciting 2D sci-fi game where players could join an alien starship on their journey to Earth. But as they explored a mysterious place filled with danger and strange machines, they would soon discover a surprising truth. Earth was inside that place, with no humans, and ruled by powerful AI. The game’s ending is a warning about the dangers of uncontrolled AI development in the future if we don’t take proper precautions.
The art style, like my previous projects, used simple and colorful shapes for the backgrounds and characters. Initially, I planned to work with a student who knows game design. They would do the programming while I focused on the pictures and animations. However, after seeking advice and considering my skills, I realized that improving my animation was more important. Working together on coding would limit my exploration of the small animation details. Plus, coding a whole game requires careful attention to how things work.
So, I decided to change the project into a game animation concept. That meant not working practically with the game design student. Now, I could fully concentrate on getting better at animation and creating an immersive experience. The game animation concept is about a world ruled by AI without humans. I want to tell an interesting story and push the boundaries of visual storytelling. I hope to make people feel emotions and create a special atmosphere by paying attention to the little things.
This project shows how dedicated I am and opens more possibilities for me to explore digital art and games in the future. Although it was tough to give up working with someone, it allowed me to pursue my artistic vision and enhance my skills as an animator. I aspire to improve further and transform game concepts like this into actual playable games someday. It would be a challenging yet exciting endeavor to bring these ideas to life and make them enjoyable for players.
Media of Inspiration


The game’s style drew inspiration from various movies and games, with a particular focus on the game called Desolate Hope by indie developer Scott Cawthon. Cawthon’s game features a dystopian world that heavily influenced the overall theme of my project. The use of eerie wires and tubes, which are prevalent in Cawthon’s game, also played a significant role in my design.
Additionally, I found inspiration from sci-fi movies like Star Trek for the starship and star base designs. The concept of exploring a massive facility was inspired by the Death Star from Star Wars. These influences helped shape the visual elements of the game and added depth to the overall experience.
Link to the first image of Desolate Hope: https://games.softpedia.com/get/Freeware-Games/The-Desolate–Hope.shtml#sgal_6
Link to the second image of Death Star: https://swgameoutpost.com/wp-content/uploads/2016/09/planet-1024×576.jpg
Original Concept and Prototype
Initially, the game was intended to feature three levels: a tutorial, a trial, and a final boss level. However, during the development process, the decision was made to remove the designs for the first two levels. Instead, new elements were introduced to match the aesthetic style of the third level, which primarily occurred within the huge facility.
The following fourth slides exhibit and explain details of characters specifically created to attack players, as well as background designs that didn’t make it into the final stage of the game.





The creature designs in the game were inspired by machines and influenced by sea animals. Since space shares similarities with the vast, empty, and mysterious ocean, it made sense to incorporate these designs. In the game’s universe, where AI takes over and eliminates humans, it was logical for the AI to create creatures based on Earth’s local animals. However, the earlier creature designs lacked motion and were static. As more fascinating creatures were created later, the initial designs were abandoned.
Moving on, the design of the starship and the animation for the flame were of high quality and met my standards. They were among the few prototype animations that were nominated for the outcome video.
In terms of the game’s backgrounds, they were specifically created to suit the tutorial and trial levels. The tutorial level aimed to teach players how to control and operate the game mechanics. Players would use the WASD keys to maneuver the starship and the space key to shoot asteroids. The tutorial also helped players become familiar with the game interface, ship speed, and movement. In the second level, players encountered real threats in the form of animal-like machine creatures. These creatures had their own unique movement patterns, with some being faster than others. Some of them even had shooting weapons like the players’.
Below, you can find web links that showcase experimental animation clips of the creatures and the two prototype levels.
Tutorial level video: https://vimeo.com/manage/videos/818110077
Trial level video: https://vimeo.com/818922128?share=copy
Advanced Process


My project took a big turn when my tutor suggested exploring Caleb Wood’s animated works. His mesmerizing animations, filled with dreamy and unusual imagery, greatly inspired my outcome. Prior to discovering Wood’s creations, my character designs were stagnant and lacked energy. However, by incorporating techniques inspired from him, my designs became livelier, with added movements, smooth transitions, and a wider range of variations. These additional elements breathed life into my project, making the visuals more exciting and captivating for viewers. The following 4 slides showcase and explains some of the designs influenced by Wood’s creations.




The new designs maintain a similar simple style but with added dynamism and variation. One of the most challenging designs was the ball creature, especially its spiky parts. The spikes were individually animated, moving in and out. Timing the frames was crucial to create a wave-like motion, rather than just spinning the spikes. It required careful coordination to ensure the movement made sense.
On the other hand, despite being one of my earlier animations, I had the most fun animating the explosion. The vibrant colors and the transition from sparks to the peak of the explosion, ending with the smoke, made for an interesting visual demonstration.
As for the backgrounds, they have progressed significantly compared to the original prototype’s two levels. The interior design of the facility drew inspiration from the Death Star in Star Wars and Desolate Hope. The background for the AI-occupied Earth was partly inspired by a real-life scientific concept called the Dyson Sphere, which theorizes a gigantic spherical structure built by an advanced alien civilization to harness a star’s energy. In my version, the structure serves as a protective shield to prevent easy attacks on the AI’s home world.
Link to intro scene without editing: https://vimeo.com/833114930?share=copy
Link to interior scene without editing: https://vimeo.com/833115565?share=copy
Link to Earth scene experimental video: https://vimeo.com/833114670?share=copy
Animating Technique


The animation outcome was achieved by layering pre-made animations and backgrounds. The objects were created frame by frame, exported as transparent .mov files, and then imported into a new project along with other elements. I positioned and animated each object separately, and they all came together to form the final video. To create the movement of the ship, a pre-made background image with a wide resolution was used. It was zoomed and horizontally scrolled to simulate the ship’s motion. The entire process was primarily carried out using Photoshop, except for the final editing with effects and sounds, which was done in Premiere.
The following slide demonstrate a graph that dissembled the layers of each objects and background used in my animation

Collaborating Opportunity
As mentioned earlier, the project was initially intended to be a collaborative effort. However, due to certain circumstances, the collaboration was canceled, and the project became a solo animation concept. If the collaboration had continued as planned, there would have been a more detailed discussion between me and the game design student. We would have considered the mechanics, physics, and collisions of the game. The design of my animated assets would have needed to consider the functionality of the coding, especially in terms of the edges.
Constant communication between me and the programmer would have been crucial to ensure a seamless integration of the animation assets and the programming. If any errors arose, particularly related to my assets, some of the animations may have needed adjustments or even redoing. Collaborating on a game with a team is a challenging task, but one that I find intriguing. In the future, I hope to have the opportunity to collaborate effectively with a game design student again, perhaps during the final year group project.
Final Thoughts
and Appraisal Reflect
This project has been a challenging and tiring experience, but also interesting and educational. I started off feeling demotivated and unsure of what to do, but eventually gained clarity and confidence in the desired outcome. The progress was difficult at first as I struggled to produce ideas for creating a lively animation cycle. Originally, the plan was to work on a practical game as a group, which added the pressure of developing functional mechanics and satisfying animations, something I had never done before. To focus on creating a more detailed animation, I had to abandon the group work and transform the result into a game concept instead. Many of the earlier materials I tried didn’t end up being used, as I learned through trial and error. Despite the initial challenges, the final animation turned out surprisingly well and satisfying, although different from my initial expectations. Looking back, I realize there are many aspects that could have been improved, such as adding more animated elements to the static background and introducing a greater variety of antagonists beyond the spike creature and the final boss. From a gameplay perspective, the enemy laser attack was unpredictable and could potentially create an unpleasant experience, making the game unplayable. Nevertheless, the current version of the project effectively demonstrates the concept of a game with this theme. Considering the limited two-minute time frame for my content and the fact that I wanted to include not only animation but also a plot that could pave the way for an entire fictional universe, and I believe that is a pretty good achievement.








