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GAME DESIGN CAPSTONE
WEEK 1 WEEK 1
INTRODUCTION:
Outside of being drawn to computer games since birth, it has always been extremely clear to me that we were only (and still are) in the primitive stages of the medium. This is why I have chosen to pursue this form of creation.
We are yet to have our Apollo 11.
Computer games are less than 80 years old as I write this (Goldsmith & Mann, 1948).
For less than a single healthy human life, we have been digitally simulating our own crafted worlds.
Music, on the other hand, is at least 40,000 years old (Higham et al., 2012).
And the medium of drawing/illustration is almost twice as old (Henshilwood et al., 2018).
The beauty of computer games is that we are tasked to forage what we can from 40,000 years of music, 70,000 years of drawing, and the hundreds and thousands of years of every other human development since, to build something entirely new.
And what do 90% of them make?
The same fucking 8 games.
Come on, guys, it’s not rocket science.
It enrages me.
I can’t help but feel that it is disrespectful to all who preceded us.
But something is changing, and it is changing faster than anything we have seen in the entire history of humanity.
For the last 4 years, I have been experimenting with AI-assisted development at varying levels, mostly in secret, because of the moral judgement of others. Over that time, I have watched these tools improve at a rate that is honestly hard to process. Every few months, something I thought was years away becomes something I can do in an afternoon.
As advancements in technology make game and software development trivial, all that will prevail is the innovative mind, one which provides a new perspective.
When anyone can make anything exist, what has value?
I believe it has been, and will always be, art that pushes the boundaries of its medium.
This is the question my entire capstone is built around:
How can we create meaningful gameplay experiences in resistance to exponential technological advancement?
We have been advised to continue working on the game we prepared during preproduction last semester. But I cannot ignore what is happening to the industry I am about to enter, so I have chosen to follow my heart and make this the focal point of my research instead.
First, I need to define what “meaningful” means through my lens. For me, a meaningful gameplay experience is:
In some way stylistic, boundary-breaking, original, or emotionally provoking, or a way to have fun with others.
And for me personally, something that is Rapidly developed. and advances my abilities as a guerilla game developer.
GUERILLA / GONZO GAME DEVELOPMENT
Guerilla game development is what I call the emerging subculture of developers who use modern tools to rapidly direct and experiment on the path to producing stylish, vast, original, or emotionally provoking interactive experiences. The skill of a guerilla developer is defined by their fluidity of expression, their understanding of the big picture, how people’s minds work, and their taste.Each medium has ingredients to work with.
For example:
Ingredients for 2D animation = shape, scale, colour, composition, motion, sound, and timing.
E.g. a GIANT (scale), RED (colour), BALLOON DOG (shape, texture) was POPPED (sound) by a little boy with a needle, a FAST JAB (timing). As the air drained from the balloon, it darted around the skies in a recurring figure-eight pattern, lowering in speed and altitude as we watched from below (motion, sound, composition).
One may possess high technical skill, but if they don’t cook something interesting or exciting with these ingredients, we are left with a cheeseburger.
Yes, it tastes great! But we are used to this taste.
It tastes the same, every time.
I have tried selling cheeseburgers, both metaphorically through my art and physically in the fast food joint, and I can tell you from experience, neither will fulfil you.
If the elements are ingredients, then the fundamentals are the appliances we use to make the food.
Here is where it gets interesting. AI is rapidly becoming the best set of appliances anyone has ever had access to, and soon anyone will be able to cook anything. The technical skill that used to separate developers is disappearing, and what is left is the choice of ingredients: the idea, the taste, and the courage to cook something new.
So over this semester, I am going to put this to the test. For every project I make, I will document honestly how much I rely on these tools, how long it takes, and where the meaning actually comes from. I want to find out which parts of game development I can hand over, and which parts I need to protect.
I also want to ease the anxieties around these advancements and liberate the incoming waves of creative youth. I suspect that, finally, there will be an end to this non-experimental dark age we find ourselves in.
IN THIS MONASTERY WE MAKE THE FIRST COPY
VOLUME 1.
LIMITED EDITION.
SEALED.
STILL IN THE BOX.
AND THEY ALL WANT IT FROM US!!!
VOLUME 1.
LIMITED EDITION.
SEALED.
STILL IN THE BOX.
AND THEY ALL WANT IT FROM US!!!
WEEK 2 WEEK 2
WEEK 2 WEEK 2
THIS WEEK:
Jonah suggested that I should take part in this year’s Kiwijam and experience working in a small team under very strict time constraints for the first time ever, as I had discussed my frustration around the lack of collaboration I am able to experience with like-minded individuals. He told me there were certainly people at Kiwijam that I could meaningfully collaborate with, so I put my nerves aside and went for it.
“Kiwijam is Aotearoa’s own homegrown annual in-person game-jam. We invite newcomers and veteran game jammers to experiment, share ideas and make a game of any type for 48(ish) hours in one of the many sites all over the country.”
(Kiwijam, https://kiwijam.org/)
This was my first in-person game jam experience, and it was only 2 days long, so the pressure was on.
This would also be my first time working with someone else on a project.
My plan for the week was simple: get through the 48 hours with a finished, playable game, and learn as much as I could from working with someone else. This is also the only game of the semester that I will build with no AI assistance at all, which makes it the baseline I compare every later project against.
This would also be my first time working with someone else on a project.
My plan for the week was simple: get through the 48 hours with a finished, playable game, and learn as much as I could from working with someone else. This is also the only game of the semester that I will build with no AI assistance at all, which makes it the baseline I compare every later project against.
Because this was my first time working in a team with someone I didn’t know, I wanted to use my game design skills to bridge the gap between my partner and I by making the experience as fluid as possible. My aim was to do this by working around the strengths of Miguel, which I hadn’t been able to found out yet. We had only met each other 5 minutes before the timer started, so we needed to break the ice and decide on our idea as fast as possible. Miguel let me know that he had never created a video game before, so I made it extremely clear that we must aim for simplicity, as scope creep is a developer’s greatest enemy (especially under tight time constraints). To break the ice, we showed our work to each other to figure out how we could synergise.
https://www.instagram.com/yherknem/
Once he showed me his Instagram (yherknem), it was clear he specialised in UI and motion graphics. I questioned him on his process and he told me his chosen software to work in was Figma, of all things. I really wanted to implement this into the workflow somehow and allow his skills to shine.
Hilariously, we were already following each other on socials and admired each other’s work!
The theme was anncounced...
Entanglement
We began brainstorming different game genres we could prototype based on his previous work. I suggested we could make some type of dating sim or UI-heavy mystery game, both reflecting the theme of entanglement in different ways. Something that didn’t require a huge amount of 3D or 2D graphics, instead just UI buttons and a limited number of vector artworks. Ideally, we could develop a template of some kind, then I could focus on binding it all together and making it feel good!
Both Miguel and I bonded over our interest in early 2000s aesthetics. We discussed how user-friendly it was, how human the design of software at this time was, and how Apple’s iOS 6 Notes app emulated an actual physical notebook, as many of the other apps at the time did. We decided there was nothing more user-friendly than a more primitive version of the software on the iPhone, which accounts for just under half of all mobile web traffic in New Zealand (StatCounter Global Stats, 2026).
https://gs.statcounter.com/vendor-market-share/mobile/new-zealand
We also bonded over our interest in the underground hip-hop scene found on SoundCloud, and the stigma and archetype around this type of artist often being “sleazy”, “apathetic”, and “low empathy”. This is where we found our connection to the theme: the player will experience being entangled amid the courting of multiple girls.
We landed on replicating the cold-blooded experience of being a modern womaniser, presented via iOS 6 inspired UI
https://www.reddit.com/r/LegacyJailbreak/comments/1gtv3bo/imessage_on_ios_6_only_works_with_other_iphones/
https://www.cultofmac.com/news/ios-6-now-knows-how-to-capitalize-after-quotes-emoji
UI LAYOUT PLANNING (MAIN MENU)
MAIN MENU MOCKUP
GAME 1: 3 GIRLS 1 CHARGER
After some back and forth, we decided the game would take place on 3 different phones at once.
On each phone is a conversation with a different girl.
The player must avoid selecting the incorrect dialogue option (giving away that they are talking to multiple girls).
If an incorrect message is sent, the girl will block them and the game must be reset.
Girls will also block the player if they take too long to respond, indicated by a draining bar next to each phone.
This creates a high-tension, user-friendly memory game.
The goal of the game is to secure a date with all 3 girls by choosing the correct dialogue options.
We felt good about this plan as it left most of the work down to creating a basic narrative and templated UI.
UI LAYOUT PLANNING (WIN SCREEN)
WIN SCREEN MOCKUP
We got straight to work creating mockups of the game’s layout using Figma. It was extremely interesting learning Miguel’s workflow. He actually manages to create interactive content within Figma, creating Illustrator-esque vector art, adding motion, and scripting input all within the one program.It was a struggle for us to find a layout that didn’t overwhelm the player. It wasn’t until later that we realised this problem was rooted in the design of the game as opposed to the visual layout...
DIALOGUE PLANNING (FIGMA)
Miguel and I constructed the narrative together over the course of the first day. We severely underestimated how long it would take to create an intertwining story which had fair and logical fail states. We ended up making the girls all have some form of relationship with each other. For example, two of the girls are cousins, and two of the girls are friends. This solution did a lot of heavy lifting during the construction of our plot.
For the rest of the first day, Miguel focussed on designing the UI manually (with Figma, of course), which I found admirable, and I created the mockup of our game in engine.
After the first pass of adding our own assets, we noticed the game felt far too confusing and cluttered with all screens active at once. We realised the best solution for this required us to adjust the design of the game as opposed to the visual layout!
Only 1 phone can be active at a time. instead of all 3 at once.
The player must select a phone to charge / interact with.
When a new phone is selected, the battery on the previous one runs out immediately.
This solution plays into the theme of the game while simultaneously improving the user experience greatly. Looking back, this was necessary and makes sense. Working memory can only actively hold around four chunks of information at once (Cowan, 2001), so three live conversations, three patience bars, and three batteries on screen together was simply too much for the player to track.
IN ENGINE WITH POST PROCESSING
While Miguel continued working on the UI, I implemented a post-processing shader to efficiently add a layer of complexity and “juice” to the visuals of the game:
- Scan lines
- Bloom
- Screen space reflections
- Camera barrel distortion
The bang for buck in this endeavour was exceptional!
This allowed us to have the game looking significantly better in only a matter of hours.
ADDITIONAL POLISH
For additional polish, both gameplay-wise and visually, we added:
Charger animation,
Out of battery screen,
Sound effects,
Satisfying speech bubble animations,
CORRECT, BLOCKED, and SWAP screens,
Hover phone and message indication,
Colour-changing patience bar,
Phone pop when a notification is received,
A game over screen, including the reason for failure, so players aren’t frustrated or confused with their loss.
We chose to go with a conversation simulator for the simplicity of it, but this was incredibly deceptive.
The linking and joining of dialogue options between the 3 phones and 3 phases per girl took the most time by FAR.
This caused us to pull an all-nighter and had us working down to the last 3 minutes of the game jam, with barely enough time to build the game and put it onto itch.io.
FINAL PLAYTHROUGH VIDEO
But finally, just by a hair, WE DID IT! The game received a lot of wonderful feedback, such as requests for the ability to go back and review previous chats with a girl in exchange for time, risking a patience bar running out. We also realised we should shorten the starting sequence of the game to avoid confusion about the game’s purpose, as there is currently no way to get the first 3 messages with each girl incorrect.
As more people played during the jam, they began to get competitive...
trying to secure a date with all 3 girls in the fastest time possible. Ironically, the first person who beat the game was a 13-year-old boy. People playing the game also mentioned it was one of the most complete game experiences in the entire jam, as many had too little time for their projects. Even groups of 5+ struggled!
Miguel and I felt extremely relieved with the completion of our tiny project.
After this binge, we were both very much ready for a short break from game development.
WEEK 2 REFLECTION:
Overall, this was an incredibly enlightening experience, and I have gained a new friend who I can create freely with, who has already reached out requesting we continue working on the game to improve it. This is definitely something I would like to do because, looking at the game, I can see how the visuals and world building can be greatly improved upon.
Simply adding a cutscene to the start like Buckshot Roulette (Klubnika, 2024),
or changing the background to a more scenic room, for example. Even adding hands for the player would add a lot to the interactability of the game.
WEEK 2 REFLECTION
Looking back at this week through the lens of my research question, 3 Girls 1 Charger is the only game this semester that I made without any AI. Everything from the dialogue trees to the post-processing was done by hand, by two people, in 48 hours, and it killed us hahaha. The part that took the longest was linking the dialogue between phones, which was pure, repetitive logic work. The part that made the game meaningful was the idea, the theme, and the way people reacted to it, racing each other for the fastest time and laughing every time a girl blocked them. That split between monotonous work and meaningful work is something I kept noticing for the rest of the semester.
It also showed me how valuable collaboration is. Miguel and I had completely different workflows, and designing around his strengths in Figma made the game better than either of us would have made alone.
WEEK 3 WEEK 3
THIS WEEK:
I feel exceptionally lost and confused, unsure what to do for my capstone project. At this point, I feel as if I don’t have enough time to complete my previous project, Newer Zealand, how I want it to be.
I thought the last team experience went well, Maybe I could work with someone again...
Jonah messages me asking if I was still working on my School RPG game from last semester,
It was a damn sign.
The rebirth of School RPG
Last semester, School RPG was a more systems-based game. It had some of the visual assets, but no narrative yet. It was built in the same Unity project as Newer Zealand, a vastly different game I was making a year prior, which was set in New Zealand and also systems-based, like Stick RPG (XGen Studios, 2003).
Because we are now working together, I will be able to direct my focus primarily into art direction and polishing systems, while Jonah implements the narrative and broader systems to be polished, as well as simplifying the experience wherever possible with the aim of creating something user-friendly. The shell is there we just need to fill it.
To begin, we must BOTH plan and write the beats of the narrative together. This starts with developing a range of characters to work with, draw dynamics between, and build a compelling story around. From there, we can expand out with side characters and background characters. This is also my first project this semester using AI assistance, which I am limiting to scripting gameplay mechanics through Claude Code in the browser (Anthropic, 2026b). Every character, joke, drawing, and story beat is still being made by hand by Jonah and me.
GAME 2: SCHOOL RPG (CONTINUED)
CHARACTERS INSPIRATION
HOME MOVIES
Home Movies, which aired on Adult Swim, is a great example of creating something meaningful through humour which is derived from authenticity and sincerity (Small & Bouchard, 1999–2004). The show effectively displays not only this, but also an art style adjacent to what I wish to achieve with this project, although less refined (backgrounds/props) and more refined (characters). Both the narrative and visual style are huge inspirations for the project.
DAVID BOOK SERIES
CAPTAIN UNDERPANTS SERIES
Both of the book series above accurately portray the greater world through the eyes of a child (Pilkey, 1997; Shannon, 1998, 1999). These two series also serve as extremely valuable resources when developing a theme of authentic, silly, playful humour, which they both excel in.
SCHOOL KIDS ATLAS
Jonah and I created a truly enormous cast of characters to choose from for the main cast, side quest NPCs, and background NPCs who would be around the school simply as a gag (the image above is only 1 of 5 character sheets).
It was vital that all of the characters in the game, whether they were core to the narrative or not, were unique. We wanted each kid to represent a different type of person, both in a school scenario (jocks, nerds, mean girls, etc.) and in a wider world scenario (those who are vastly different shapes and sizes, species, with neuroses, etc.).
NARRATIVE PLANNING (MAKE FRIENDS WITH 8 KIDS)
For several days, Jonah and I verbally discussed the plot and any holes within it in excruciating detail, restructuring over and over, working out any kinks, and heavily considering the scope of the game, our abilities, and the limited time we have to complete this.
A summary of the main plot:
Players begin their first day of school as the new kid. They have no friends yet, and nobody is willing to speak to them.
On the first day, during recess, the player meets two losers. They have found a manhole within the lunch area that has been left open. This leads to a secret passage, and inside this passage is an open vent above.
The two boys (the Grate Boys) have calculated that they need to get 3 more students to stack on top of each other to reach the exit and escape the school once and for all! The only problem is that no one in the entire school likes you or the Grate Boys.
The plot of the game begins:
The player must make 3 friends by doing various quests with students around the school during lunchtime. Eventually the player gets 3 friends, they stack on top of each other, and all the vent leads to is another secret passage, huge in comparison, with a similar vent exit that would require the entire school to stack on top of each other. “It’s impossible!” say the Grate Boys. Except there is a large door in the corner of the room with a tablet saying “PRINCIPAL ID REQUIRED”.
NARRATIVE PLANNING (HEIST WITH NEW FRIENDS)
This begins the middle phase of the game, where the player must make 5 more friends and execute a full-scale heist for the principal’s ID. Each friend they make along the way helps in their own unique way to get the team further into the school.
NARRATIVE PLANNING 2 (BOSS BATTLE)
Just like all good heists in media, the plan which players have built up throughout the entire middle portion of the game goes completely sideways and ends up being a frantic, improvised break and enter. By the end of it, all of your classmates have been captured by teachers or security. This leaves the player by themselves when they finally reach the principal’s office, where all expectations are superseded during the boss battle. This is where we will conclude the demo of the game.
HAND CRAFTED INTERIOR ASSETS
Just like the style I developed (and explained thoroughly) last semester, as well as the range of similar work I researched earlier this week, I aim to create a huge range of hand-drawn, crude, childlike, playful, iconographic, abstracted, authentic, sincere imagery. Rather than relying only on Jonah’s and my own recollection of school, we are focusing on capturing the entire zeitgeist of school and adolescence that we all, as humans, subconsciously share. We aim to make this less of a localised New Zealand school simulator (which it already had elements of being) and more of a universal school simulation, which, through our research, leans towards an Americanised perspective due to pop culture and media.COMPUTER LAB ATLAS
A classic computer lab setup,
featuring keyboard shortcuts, finger placement for correct typing, password sticky notes, the classic Dell PC and spinny office chairs, and a ton of wires that can be placed around as 2D planes. A strategy developed during this was redrawing over outlines by hand a 2nd or 3rd time. This creates bolder, yet more scribbly hand-crafted looking assets and gives me a variation of line thickness to work with. I used this technique heavily on the coloured keyboard (bottom centre), which will be a large poster in the room.
MUSIC ROOM + STAT ACTIVITY ATLAS
Music class setup
featuring drums, guitar, and piano for kids to play, variations of stools, and music notes.
A number of posters for the wall, showing the solfège musical scale and tempo structure.
For fun, I made a large colourful piano keyboard I will place on the floor and assign the notes to play when the player walks over them.
With all of the world design in this game, I want to evoke the greatest sense of playfulness! The same goal is being achieved with the “Composer of the Day” wall, which cycles which composer it is dedicated to each in game day.
It may be Hans Zimmer or Dr Dre, paired with an actual poorly drawn image of them.
These tiny details allow us to spread our joy evenly across the game. Throughout the characters, classrooms, menus, and narrative, we aim to achieve upbeat, cute, iconographic, colourful, playful, authentic sincerity!
Stat activity assets
I then created the textures of all stat-increasing objects. Again, we have deliberately leaned into the playfulness of our game through the synergy of mechanics and visuals by designing a small and large variant of each interaction. E.g.
Small dumbbell (strength), a bookshelf (intelligence), a small flat bar grind rail (coolness).
Within the same areas is also an over-the-top version of the stat interaction zones, which are only interactable after the player has specialised in the stat. E.g.
Giant weights, an enormous book the size of a person, a huge vert half-pipe. After the player has finally unlocked the usage of these extreme variants and is able to get past the caution tape, they will feel a sense of accomplishment. They have greatly improved themselves in a traditional RPG fashion. This taps into our basic psychological need to feel competent, which research has shown is one of the main reasons video games are so motivating (Ryan et al., 2006).
ART ROOM ATLAS
For the art room, we decided to keep assets minimal as we wanted to add another playfulness-oriented design mechanic, which fills the room with the player’s own art as they attend classes, as well as art by other kids reflecting where the player is in the narrative. This lets players utilise the space in a unique way.
Developing children’s drawings within an already childlike art style.
Although I have gone for minimal assets in this room, the art that I did create was a fun exploration in itself.
I wanted to develop a style EVEN more crude and childish than the art style we use for the rest of the game to represent that it was drawn by a child in this world.
I achieved this by using NO black outlines, instead using coloured outlines (this is not seen anywhere else in the game), and by hand colouring with the mouse, scribbling in the general area, instead of using the paint bucket tool. But most important above all else was the content of the image. I drew little monsters, butterflies, flowers, hearts, rocket ships, and other things kids LOVE to draw.
It was hilarious to me that I had spent my afternoon developing a strategy for digital finger painting.
Developing children’s drawings within an already childlike art style.
Although I have gone for minimal assets in this room, the art that I did create was a fun exploration in itself.
I wanted to develop a style EVEN more crude and childish than the art style we use for the rest of the game to represent that it was drawn by a child in this world.
I achieved this by using NO black outlines, instead using coloured outlines (this is not seen anywhere else in the game), and by hand colouring with the mouse, scribbling in the general area, instead of using the paint bucket tool. But most important above all else was the content of the image. I drew little monsters, butterflies, flowers, hearts, rocket ships, and other things kids LOVE to draw.
It was hilarious to me that I had spent my afternoon developing a strategy for digital finger painting.
W3 REFLECTION:
Going from feeling completely lost at the start of this week to having an entire cast, a three-act plot, and four classrooms of assets by the end of it showed me how much momentum a collaborator can give you. Jonah and I spent days talking through the story, and the thing I learnt (again, after Kiwijam) is that narrative is the most underestimated part of game development. A story that weaves into the gameplay systems takes far longer to get right than any asset.In terms of my research question, the only AI assistance on School RPG this week was for scripting gameplay mechanics. Everything that gives the game its meaning, from the characters and jokes to the crude MS Paint drawings and even the digital finger painting, was done by hand, and it was slow in comparison im sure. But I am happy with that, because the authenticity of the hand-drawn style is the whole point of the game. It did make me aware, though, of how much of my week went into work that players will only glance at.
WEEK 4 WEEK 4
THIS WEEK:
This week my plan was to get the core mechanics of School RPG working, starting with items and the inventory, since buying, selling, looting, and trading are going to be the main loop of the game outside of the narrative and class minigames. I also wanted to lock in a clear set of rules for the art style so that Jonah and I could keep everything consistent as the school fills up with assets, and to fix the performance problems we found during our early playtests.
ITEM / HOTBAR UI ATLAS
Following the same philosophies as before, I constructed a range of hotbar UI elements and stationery items the player can trade (with students), loot (from lockers, bins, and the ground), sell (to MR GREEN), or wager (in underground Beyblade matches).
All are designed after our memories of the essential stationery from school, of course maximising the playfulness wherever possible, for example the calculator showing “80085”.
INVENTORY SYSTEM.
Finally, the mechanics of the game are coming together.
I created an inventory and hotbar system with school-themed UI, heavily inspired by Minecraft’s inventory (Mojang Studios, 2011), featuring the same user-friendly shortcut keys (Shift-click to quick move, right-click to split a stack, right-click while holding a stack to place one, dragging items across multiple inventory slots, etc.). I also added a hover UI indicating to the player the name of the item or locker they are looking at, as well as a satisfying inventory opening animation and lootable lockers with alternating loot tables. I decided to have a much lower slot count compared to Minecraft, as I wanted inventory space to be upgradable via purchase, allowing the slightly higher complexity of items and inventory management to reveal itself to the player slowly. Introducing complexity gradually like this stops the player from being overloaded, since we can only take in a limited amount of new information at once (Sweller, 1988).
I created an inventory and hotbar system with school-themed UI, heavily inspired by Minecraft’s inventory (Mojang Studios, 2011), featuring the same user-friendly shortcut keys (Shift-click to quick move, right-click to split a stack, right-click while holding a stack to place one, dragging items across multiple inventory slots, etc.). I also added a hover UI indicating to the player the name of the item or locker they are looking at, as well as a satisfying inventory opening animation and lootable lockers with alternating loot tables. I decided to have a much lower slot count compared to Minecraft, as I wanted inventory space to be upgradable via purchase, allowing the slightly higher complexity of items and inventory management to reveal itself to the player slowly. Introducing complexity gradually like this stops the player from being overloaded, since we can only take in a limited amount of new information at once (Sweller, 1988).
INVENTORY DEMONSTRATION VIDEO
Although the inventory is functional, I feel it doesn’t make sense thematically. I would like to spend some time improving the visuals and layout of this menu, as players will spend a huge amount of time looking at this screen. I want to make the number that shows how many of an item is in a slot clearer, and to have the different forms of containers represented through the UI’s appearance. Finally, I would like to add some form of buying and selling, as this will be the core loop of our game outside of the narrative and class minigames.
INVENTORY DEVELOPMENT
VIDEO
2D WORKFLOW DEMONSTRATION
Though I have already shown how I achieve this, I feel it is worth stressing that this style is deceptively time-consuming, and not as lazy or straightforward as it may seem.
STEP 1
We begin by using Microsoft Paint. It is important that we use the legacy version of this software and not the newer Windows 11 version, as there is a drastic difference in the pixelation of the paintbrush tool. With the Windows 7 (legacy) version, we are able to achieve a style that appears more cleanly hand-drawn. To create the first variant of our asset, we gather reference images from a range of sources. The beauty of this strategy is that it results in our own new imagery. By avoiding the recreation of logos, we can avoid the copyright grey areas that I have faced whenever I directly port a range of images from the web.
STEP 2
Thoroughly adjust in Photoshop: add a stroke, change the fill colour, use perspective warp to adjust the shape, etc.
STEP 3
Put in engine as a flat 2D plane, add retro shaders, and surround with other assets that match.
Though the image above appears to be a decent representation of the style we aim for, the walls of the gym do not follow the rules that we have formed over the project to maintain consistency...
PURPOSESLY “UGLY”
While developing the art style for the game, a number of rules emerged for us to follow in order to achieve the creative intentions we agreed upon, akin to the Simpsons “no-nos” sheets (Brooks et al., 1989–present).
- ALL ART IN THE GAME MUST NOT CONTAIN ANY SHARP RIGHT ANGLES, PERFECT CIRCLES, OR STRAIGHT LINES.
(THIS INCLUDES 3D MODELS, UI, CHARACTERS, ITEMS, AND OTHER WORLD PROPS)
- DO NOT USE MORE THAN 3 COLOURS FOR AN OBJECT (EXCLUDING OUTLINES AND BLACK/WHITE SHADES) UNLESS NECESSARY TO CONVEY THE OBJECT EFFECTIVELY
- DO NOT USE WINDOWS 11 MICROSOFT PAINT (DISRUPTS LINEWORK)
- DO NOT BEGIN DRAWING UNTIL THE CANVAS SIZE IS THE CORRECT RESOLUTION
(1280 × 720, 1920 × 1080, 2560 × 1440)
(Based on asset size in scene)
- DO NOT USE ANY OTHER BRUSH EXCEPT FOR THE PAINT BRUSH AT THICKNESS OPTION 2
(IF MORE THICKNESS IS NEEDED, REDRAW OVER THE DESIRED LINEWORK WITH THE SAME BRUSH. THIS EMPHASISES “SKETCHINESS”)
ASSETS MUST NOT BE TOO SIMPLISTIC OR APPEAR OUT OF PLACE.
IF EXTRA DETAIL IS REQUIRED, CREATE AN INNER BORDER USING THE COLOUR DIRECTLY ABOVE / BELOW THE PRIMARY COLOUR OF YOUR CHOSEN ASSET TO EMULATE “SHADING”
E.g. if lime green is the primary colour of an object, prioritise the darker green above it to be its shaded tone as an inner border.
(SHOWN NEXT WEEK)
(THIS INCLUDES 3D MODELS, UI, CHARACTERS, ITEMS, AND OTHER WORLD PROPS)
- DO NOT USE MORE THAN 3 COLOURS FOR AN OBJECT (EXCLUDING OUTLINES AND BLACK/WHITE SHADES) UNLESS NECESSARY TO CONVEY THE OBJECT EFFECTIVELY
- DO NOT USE WINDOWS 11 MICROSOFT PAINT (DISRUPTS LINEWORK)
- DO NOT BEGIN DRAWING UNTIL THE CANVAS SIZE IS THE CORRECT RESOLUTION
(1280 × 720, 1920 × 1080, 2560 × 1440)
(Based on asset size in scene)
- DO NOT USE ANY OTHER BRUSH EXCEPT FOR THE PAINT BRUSH AT THICKNESS OPTION 2
(IF MORE THICKNESS IS NEEDED, REDRAW OVER THE DESIRED LINEWORK WITH THE SAME BRUSH. THIS EMPHASISES “SKETCHINESS”)
ASSETS MUST NOT BE TOO SIMPLISTIC OR APPEAR OUT OF PLACE.
IF EXTRA DETAIL IS REQUIRED, CREATE AN INNER BORDER USING THE COLOUR DIRECTLY ABOVE / BELOW THE PRIMARY COLOUR OF YOUR CHOSEN ASSET TO EMULATE “SHADING”
E.g. if lime green is the primary colour of an object, prioritise the darker green above it to be its shaded tone as an inner border.
(SHOWN NEXT WEEK)
OPTIMISATION
To end the week, I decided to focus on optimisation for the main scene.
We noticed during early playtests that the game would lag on lower-end devices in certain parts of the school, dropping as low as 25 FPS as we expanded our scene with interior assets.
It was essential to us that this game was able to be played on the widest range of hardware possible. Our benchmark for this is a public library computer at the Auckland Library. We are using this as a measure to ensure even high school digi lab computers and kids’ laptops can run this experience, and if possible even run it in a browser, though that may be a stretch.
This problem was occurring because the scene had originally been made spontaneously, with hundreds of intersecting double-sided cubes (12 faces) making up the interior and exterior walls. This was done hastily with the aim to prototype the space and adjust sizing for game feel purposes.
To solve this critical issue, I rebuilt the scene using one-sided planes. This dropped the number of faces in the scene by at least 12x (as there were many excess cubes intersecting for no good reason in the previous scene). Additionally, I separated the outdoor lunch area and cafeteria into their own scenes, which simultaneously helped us in chaining the standalone scenes together.
After rebuilding the scene, it was unnoticeable that I had made any adjustments. In fact, it looked a lot cleaner.
While looking almost identical, the game’s frame rate increased by more than 100 FPS on average.
This, paired with the cleaner look, allows us to clutter the halls with chaos: kids, lockers, rubbish bins, and other obstacles for players to navigate on their way to class, or away from security when late.
While looking almost identical, the game’s frame rate increased by more than 100 FPS on average.
This, paired with the cleaner look, allows us to clutter the halls with chaos: kids, lockers, rubbish bins, and other obstacles for players to navigate on their way to class, or away from security when late.
CUSTOM FONT
As a final cherry on top, I spent some time creating a custom hand-drawn font. Initially, for the sake of the art style, my plan was to manually draw all text UI elements to add to the randomness, playfulness, and crudeness of the UI. This turned out to be extremely time-consuming, of course.
Instead, I was able to simply draw A to Z and the numbers in Microsoft Paint and, using Claude Opus 5 on medium effort within the browser (Anthropic, 2026), generate a TTF font file from the JPEG I provided. I was able to make variants of the font with outlines, varying levels of boldness, and different levels of shading / 3D effects.
I am starting to grasp that these modern tools can be used for more than help with programming. They can also take care of a range of monotonous digital work, for example making an image have a transparent background, making a font, or setting up and reorganising a file structure.
Though you may disagree, utilising these tools in this way allows me to retain the desired result whilst reallocating my time elsewhere in the project to further refine the most important aspects.
W4 REFLECTION:
This week was the first time AI properly crept into my workflow outside of code, and the contrast was hard to ignore. The custom font is a good example. Drawing every piece of UI text by hand would have taken days, while drawing the alphabet once in MS Paint and having Claude turn it into a usable font took an hour. The result still looks completely hand-made, because every letter came from my own hand.At the same time, the 2D workflow demonstration and the NO-NOs sheet reminded me that the meaningful part of our art style is the set of human decisions behind it: which brush, which three colours, which lines to redraw. Those are the ingredients I described in Week 1, and they are the part I want to keep doing myself. Rebuilding the scene for optimisation also taught me that a hasty prototype is fine, as long as you go back and rebuild it properly once you know what the space needs to be.
WEEK 5 WEEK 5
THIS WEEK:
With the inventory working and the art rules locked in, my plan this week was to push School RPG’s world forward as far as I could. That meant creating Mr Green and his shed so the main gameplay loop had a face, dressing the classrooms and stat stations, and taking on the huge task of the outdoor lunch area. I also wanted to give myself a break from the strict main art style by quickly testing the experimental scenes, like the principal boss battle, to see how fast I could build a space without drawing every asset from scratch.MR GREEN ATLAS
I started the week by creating all of the assets relating to Mr Green, the groundskeeper of the school.
I wanted to dedicate the main gameplay loop interactions (looting, buying, and selling) to a character as opposed to an object or station, with the hope of introducing these things to the player more organically.
With each location or iconic visual element I create, I am very interested in seeing how I can do something new, experimenting and pushing the boundaries within the confines of the art style I am working with, and discovering ways I can achieve similar results more efficiently.
MR GREEN’S SHED IN ENGINE
With Mr Green’s shed, I wanted to see if I could create an iconic location using only 1 texture for the entire structure. To do this, I chose a versatile, sharp, organic metallic panel. I arranged these in a teepee shape and made the roof a different colour to the walls. Somehow it looked like the most detailed structure in the game. This experience taught me that I can reuse the same assets repetitively and still achieve effective results. I then added some trash bags for extra detail and to cover clipping and seams I had accidently made with this build.
MUSIC ROOM
The music room was my first attempt to add “refined” visual assets to a classroom. I believe this was a success, apart from the floor and walls, which certainly need to change to match the subject.
COMPUTER LAB
The computer lab is my first experiment using dramatic lighting with the style. Shockingly, the lighting greatly improved the ability to fill the gaps with your mind, conveying emotion effectively and solidifying that I must utilise lighting more within this project. This lines up with Gestalt research on perception, which shows that the brain naturally groups and completes incomplete visual information into whole forms (Wagemans et al., 2012). The shadows give the brain less to look at and more to imagine.
STAT STATIONS
MIXED 2D, 3D ASSET CREATION DEMONSTRATION
For the library bookshelves, I wanted to continue pushing the boundaries of the art style.
I attempted to create an asset that utilises both 2D and 3D elements intersecting.
I tried this to solve the issue of transparency in the images below.
(If I put the two images against each other, it will be flat. If I space the images out, the middle will be empty.)
I attempted to create an asset that utilises both 2D and 3D elements intersecting.
I tried this to solve the issue of transparency in the images below.
(If I put the two images against each other, it will be flat. If I space the images out, the middle will be empty.)
BEGIN AS 2D ATLAS
ADD TO BLENDER AND CUT AROUND 2D SPRITE
In the same way we do for other 3D assets.
ADD 3D OBJECTS WITHIN (IF 3D ASSET HAS TRANSPARENT ELEMENTS)
RESULT:
The experiment was a success!
The only cause for concern is the books in the shelf being cubes instead of one-sided planes.
My reasoning to justify this is that there’s only one of these shelves in the library, meaning it shouldn’t cause significant performance issues. I also didn’t take the opportunity to add silly book covers to them. My reasoning not to was to both save time and avoid overcomplicating what is somehow already the most complex asset in the game.
The only cause for concern is the books in the shelf being cubes instead of one-sided planes.
My reasoning to justify this is that there’s only one of these shelves in the library, meaning it shouldn’t cause significant performance issues. I also didn’t take the opportunity to add silly book covers to them. My reasoning not to was to both save time and avoid overcomplicating what is somehow already the most complex asset in the game.
GYM WITH STAT STATIONS
STRENGTH STAT GAIN
Early implementation of strength stat increase
COOLNESS STAT GAIN
Early implementation of coolness stat increase
CAFETERIA ASSETS
EXTERIOR ASSETS INSPIRATION
Now that the school halls, stat zones, and cafeteria are mostly done, I will take on the huge task of visually developing the outdoor area of the map. For this, I have taken great inspiration from the show Ed, Edd n Eddy (Antonucci, 1999–2009), which I watched obsessively growing up. I have always been drawn to its saturated colour scheme and strong shape language, so I built out a mood board for reference and got to work!
FIRST BATCH
It feels too rough. It needs more saturated colours and more confident line art.
IN ENGINE:
Starting to look better.
FULL OUTDOOR ASSETS
RESULT:
Here is the first development of the lunch area. At this stage, I am very happy with how well the area expresses the hand drawn playfulness we have been going for, and the game feels like it is really starting to take shape visually. There is one thing I notice, though. Even though I have coloured the floor, fences, trees, and interactable “buildings” differently, there still seems to be a level of visual clutter. The scene isn’t as readable as it could be, so we will use a level design technique I like to call the “Grey Test”...
GREY SCALE TEST
Even though the colours were unique, the values were similar enough to cause confusion in the back right portion of the lunch area, which the adjusted image above makes abundantly clear. This happens because the parts of our visual system that detect shape, depth, and edges rely mostly on differences in brightness and are largely colour-blind (Livingstone & Hubel, 1988). Two objects can be completely different hues, but if their values match, the brain struggles to separate them.
A solution for this could be removing the trees behind Mr Green’s shed, making the shed larger, and making the trees that do surround it lighter. When I have more time, I will continue to refine the visual readability of this space.
SCENES WITH EXPERIMENTAL VISUALS
To have a break from following the rules of our main art style, I was desperate to work on the experimental scenes of the game, starting with the principal boss battle. I wanted to create these rooms with haste, so I utilised royalty-free images the same way I have been using the MS Paint atlases: textured planes, turning objects like chairs and statues into 2D billboards which follow the player as they move around them. This made the quality of the scene come down to my image curation and the interior design of the space. The plan is for the walls to drop and an enormous boss battle room is revealed to the player. I will do this by animating all of the elements around the room to fall like cardboard cutouts using the Unity Animator.
BOSS ARENA
I used a single scratched metal texture in combination with dramatic lighting, retro shaders, and point (no filter) texture filtering to create a simplistic yet terrifying space in comparison to the rest of the game. I want this experience to be jarring to the player, similar to the final battle with Flowey in Undertale (Fox, 2015).
BOSS REVEAL CONCEPT
Early demonstration of the cardboard cutout walls falling gag mentioned earlier.
PRINCIPAL BOSS BATTLE
ALIEN DEN TEST
This time, I wanted to see if I could create a sufficient scene using only royalty-free PSX assets collected from Sketchfab, itch.io, and our own previous games.
This was even faster than the boss battle area, yet appeared more complete and considered.
To achieve this, I leaned into a dirty, dingy tone, using a range of retro and modern hardware, which are all extremely accessible PSX asset styles. I used piles of rubbish to disrupt the height and angle of assets within the room, and smaller sprite-based rubbish around spaces that felt visually empty.
After playing the game in its original art style for so long it feels surreal seeing such a drastically different scene.
W5 REFLECTION:
This week taught me a lot about efficiency within a hand-made style. Mr Green’s shed proved that one texture used cleverly can look more detailed than ten textures used carelessly, and the greyscale test proved that a scene can be full of unique colours and still be unreadable if the values are too close together.The biggest lesson came from the experimental scenes, though. The Alien Den, built only from royalty-free PSX assets, was the fastest scene I had made so far, and somehow it looked the most complete. That was confronting, because the hand-drawn lunch area took far longer and still needs work. It made me ask which parts of School RPG players would actually notice, and whether curating and directing existing assets could carry just as much meaning as drawing them myself. That question shaped how I approached the two games that proceed this.
WEEK 6 WEEK 6
THIS WEEK:
This week our plan was to finish the main portion of our game demo, bind all of the scenes together, and polish it into a playable demo. but this week something died. It was the game. As School RPG’s mechanics were simplified, it became clear that Jonah’s and my visions for the game had drifted apart, and I found myself back in the same confusion I started Week 3 with. So I did what I always do when I am lost and started experimenting, this time with how far AI could take my development.
OVERSIMPLIFCATION OF GAMEPLAY MECHANICS
time was removed
(simplified to 30 sec timer)
stats were removed
energy was removed
money was removed
selling items was removed
items were removed entirely -> replaced with gold stars
6 classes down to 2
Restructuing of day
hot bar was removed
(simplified to 30 sec timer)
stats were removed
energy was removed
money was removed
selling items was removed
items were removed entirely -> replaced with gold stars
6 classes down to 2
Restructuing of day
hot bar was removed
DIFFERENCE IN VISION
Jonah was pushing the game to be more arcadey and narrative-focused, while I wanted it to be more systems-focused, because systems take far less time to build. We were spending so much time manually creating the narrative that we simply didn’t have enough time left. Everything important in the game had become the narrative, and the narrative was the part we had the least time to make perfect. And it became frustrating that my work was getting removed days after creating it.THE 2ND TEMPORARY DEATH OF SCHOOL RPG
UNSURE WHAT TO DO
This is where my project’s focus began to shift away from how I can flourish via authentic and sincere experiences, and leaned more towards wanting to utilise the rapidly evolving technology throughout its different stages.ZOMBIE AI EXPERIMENT
In this 1 day experiment, I learnt how to utilise AI-assisted scripting for pathfinding for realistic angressive crowd simulation extremely rapidly. This feels trivial now, and I yearn to explore uncharted lands for myself.
ETHYN.OS
Ethyn.OS is a note-taking software that emulates an 80s terminal console, the kind you could maybe find in a library, with that classic green or amber glow. I never got to have the experience of using one of these terminals. Then a friend of mine who runs an art gallery in Ponsonby gave me a working terminal he had been using for an exhibition, along with a bunch of old keyboards, because he didn’t need them anymore.
INSPIRATION
The video shows that the terminal was no longer working. When I took it home and plugged it in, it sparked, I smelt burning, and it started making an error sound with “ERROR 2” flashing all over the screen. I was so sad about this, because it was what I wanted to pivot my energy towards, just for a little bit, to have fun. So instead, I made a software that works on all platforms and is an extremely customised version of what I would have done with the terminal.
SOFTWARE FUNCTIONING ON MAC, WINDOWS, ANDROID WITH SYNC CAPABILITIES
Ethyn.OS is primarily a note-taking software, but it also has a bunch of other modules: a calendar, a gallery where you can add and reference images in the documents you are writing, a virtual pet that gets fed every time you complete tasks, and a built-in Pomodoro timer, amongst many more. It runs on Mac, Windows, and Android, and syncs between them all.
EXTENSIVE CUSTOMISATION
The modules are where the customisation starts. They can be activated, deactivated, and reorganised. You can change the colour of the foreground text and the background, the level of “juice” (how much the text wobbles and bounces when you do things right or wrong), the layout (centre, left, or right of the screen), the size of everything, and the font. By the end of it, everyone has a very different looking version of the program.
W6 REFLECTION:
Losing School RPG was a tragegy. It was the project I had put the most hand-crafted work into, and in the end it died because Jonah and I wanted different games. He wanted it arcadey and narrative-driven, I wanted it systems-driven, and the narrative we were writing by hand was eating all of our time. Looking back, I learnt two things. A shared vision has to be agreed on as clearly as our art rules were. And the most meaningful part of a game needs the most time, so you have to choose a focus you can actually afford to perfect.
The experiments that came after are where my research question really took shape. In the Zombie AI experiment, AI-assisted scripting let me build pathfinding and realistic crowd simulation extremely rapidly. Ethyn.OS meant even more to me. When the real terminal I was given sparked and died, I was able to build that experience myself in software, customised further than the real thing ever could have been, and running on every device I own. That realisation pushed my project towards asking what still holds value when development becomes trivial.
WEEK 7 WEEK 7
THIS WEEK:
After School RPG ended, I needed a new direction for the rest of the semester, and I landed on an overarching idea. As development becomes trivial, a developer can either take a gamble at originality, or utilise human psychology to reap rewards. This week I chose the gamble. My plan was to research the films, music, books, and games that have shaped my view of the future, then build a prototype of Medieval Fortune Futuristic Poverty as fast as possible, working solo, with AI assistance for scripting gameplay mechanics and, for the first time, experimenting with AI-generated visuals.
GAME 3: MEDIEVAL FORTUNE FUTURISTIC POVERTY
RESEARCH
JAMES FERRARO - HUMAN STORY 3 ALBUM / MV
The album Human Story 3 by James Ferraro (Ferraro, 2016) and its music videos, such as “Plastiglomerate & Co”, paint a picture of a “smart planet” where text-to-speech service robots repeat brand names and buzzwords, and technology that could be used meaningfully gets turned into a product. What draws me to it is that it takes a less glorifying, more sterile approach to the near future, representing humans as something closer to meaningless ants, almost as if it is seen from the perspective of an all-seeing robot consciousness.
PILOT REDSUN ANIMATIONS
The animation, titled Not So Fast (Pilotredsun, n.d.), is extremely surreal, near-future, modern, and somewhat nihilistic. This video and the artist’s other work shaped my aesthetic tastes with this project greatly. The animation is visually striking and has flying cars and furturistic things of the like, which is exactly the world I want MFFP to live in.
IDIOCRACY
Idiocracy (Judge, 2006) imagines a future where corporations and mindless entertainment have dumbed society down so far that nothing works anymore. Its satire of brands replacing culture is a huge part of the tone I want for MFFP.
1984 (BOOK)
Nineteen Eighty-Four (Orwell, 1949) is the original blueprint for the rigid, illogical systems I mentioned above: a society under constant surveillance, where the system decides what is true.
1984 ADVERTISMENT (APPLE 1984)
Apple’s 1984 advertisement (Scott, 1984) sold the Macintosh as a rebellion against conformity. Looking at it now, it is ironic that the company that promised to free us from Big Brother now makes the devices that hold our attention every day, which is exactly the kind of contradiction MFFP is built around.
GRAND THEFT AUTO 2
Grand Theft Auto 2 (DMA Design, 1999) is set in a retro-futuristic dystopic city seen from a top-down perspective, which is the exact perspective and type of world I wanted MFFP to have.
STICK RPG
Stick RPG (XGen Studios, 2003) is a Flash game where you raise your stats, work jobs, and sleep to pass the days in a small city. Its simple systems loop is the backbone of MFFP’s jobs, stats, bed, and day/night cycle.
DEVLOPING PROTOTYPE
To start, I set up a very basic top-down player controller. Next, I added a single sprite of my player character and went straight into developing the UI. Because all interaction in the game was going to occur via the mouse (hovering over or left-clicking elements of the screen), I knew it was essential to have this dialled in, even for the prototype.
UI RESEARCH
The UI was built in an afternoon by merging and altering a number of Winamp skins sourced from Pinterest (Nullsoft, 1997). After large adjustments in Photoshop, this resulted in a combination that appeared unique. These kitbashed modules, paired with simple TextMeshPro(s), effectively conveyed what I wished with ease.
EXPERIMENTING WITH AI ASSISTED VISUALS
BEGIN WITH ROYALTY FREE IMAGE
ADJUST ACTOR WITH CHAT GPT
CONTINUE TO ADJUST UNTIL DESIRABLE
GENERATE ISOMETRIC / TOPDOWN SPRITE SHEET
ADJUST SPRITE SHEET
TRIM, CLEAN, REFINE, AND POST PROCESS SPRITES IN PHOTOSHOP MANUALLY
RESULT
PROTOTYPE COMPLETE
FEATURING:
Point-and-click interaction system
Pedestrians (able to panhandle for a chance at a cash reward)
Dialogue system
Smooth camera system
Enter / exit buildings
Day / night cycle
Bed
Jobs
Shops
Inventory
Items with unique effects
Quest progression event system
Quest log
Stat increase locations
Drivable / stealable hover cars
Mechanically simplistic / visually complicated UI
Experimental art style
W7 REFLECTION:
Compared to School RPG, this week felt like a release. Working solo, with AI assistance for scripting the gameplay mechanics, I went from an empty project to a prototype with numerious working features, from a quest system to stealable hover cars, in a single week. In School RPG, the inventory system alone was one of my main tasks for Week 4. The systems stopped being the hard part, which freed me to spend my energy on the world, the UI, and the tone, the things that make this game mine.This was also my first real experiment with AI-generated visuals, and the main thing I learnt is that the generation is only one step out of six. The royalty-free starting image, the repeated adjustments, and especially the manual trimming, cleaning, and post-processing in Photoshop are what made the sprites fit my vision. Without that human pass, the raw generations did not fit the rest of the game.
WEEK 8 WEEK 8
THIS WEEK:
With the prototype complete, My plan was to build out the world of Medieval Fortune Futuristic Poverty visually, from the player’s 3D printed apartment to the towering government housing, and to create the game’s introduction. I wanted the intro to shift the player into the specific lens the game needs before they even start playing, so I spent part of the week researching how other games, like The Binding of Isaac, establish their tone from the very first scene.800 × 600 RESOLUTION CHANGE
Switching to 800 × 600 made the game feel more “classic” and allowed the assets to blend together more cohesively. It is the default web resolution for sites like Cool Math Games, and Stick RPG, so designing for this resolution from the start lets me run this extreme experience comfortably in a browser.3D PRINTED SMART SLUMS
For my first design of the player’s starting apartment, I used LEGO brick textures to efficiently convey the 3D printed and plastic nature of the space in a way that immediately made sense to the player. Unfortunately, the result was messy, unreadable, and visually incohesive with the other props in the room. The repeating studs of the brick texture created so much competing detail that the room became cluttered, and visual clutter has been shown to make it harder for people to find and recognise what matters in a scene (Rosenholtz et al., 2007).
My first attempts to solve these issues included simplifying the ground to be grey/green, moving the camera further away, and adding more non-LEGO assets to the space, in the hope of making the apartment appear more cohesive.
This didn’t solve the issues in the way I hoped.
For my final design of the space, I used the same floor texture for the walls and made them a single colour each instead of numerous colours. I think this design choice adds to the emotions I am attempting to convey with this space: bright, playful colours, yet cheap and unliveable. I also made the walls tower less over the player in the name of simplicity.
3D PRINTED SLUMS LOBBY
I integrated the previous “lego” design into the lobby instead.
TOWERING BLOCKS OF GOVERNMENT HOUSING
SELF SERVICE IKEA
RESEARCH FOR INTRO OF GAME / PLOT
Outside of being a pivotal landmark for indie game development, The Binding of Isaac (McMillen & Himsl, 2011) established an emotionally gripping story before the player even started gameplay. I would like to utilise the same family dynamic tragedy to bring players into the world of MFFP efficiently.
I am choosing to do this because I believe the themes and tone of the game require the player to be shifted into a specific lens.
For this emotionally charged introduction scene, I want the player to experience escaping their abusive household as an infant. To add to the tension of the scene, I wanted to use music that was tribal, primal, slow, and trance-like, aiming to simulate an enlightening and monumental moment occurring.
I am choosing to do this because I believe the themes and tone of the game require the player to be shifted into a specific lens.
For this emotionally charged introduction scene, I want the player to experience escaping their abusive household as an infant. To add to the tension of the scene, I wanted to use music that was tribal, primal, slow, and trance-like, aiming to simulate an enlightening and monumental moment occurring.
MUSICAL RESEARCH
The scene acts as a metaphor for modern youth and their capabilities being greatly repressed by the over-integration of neurologically malicious technology extremely early in their lives. The scene demonstrates the child receiving more information, empathy, and entertainment from the device in front of them than from their parents. Tablets are taking over the parents’ role in this dynamic. These children are the lab rats for entertainment corporations who have the single agenda of maximising profit (at the cost of our future). There is research supporting this concern. A brain imaging study of preschool-aged children found that higher screen-based media use was associated with lower white matter integrity in brain tracts that support language and emerging literacy skills (Hutton et al., 2020).
START AS A BABY
EXPERIENCE HARSH LIVING CONDITIONS
INTRODUCTION DEMONSTRATION (EARLY STAGE) INCLUDES SOUND)
A simple baseline tutorial that effectively establishes the player’s role in the world, their desire to prevail, and the aesthetic and emotional tone, all while teaching the player how to play the game via point-and-click interaction.
As I repeat this process of fusing gameplay mechanics, world building, and targeted emotions throughout these short-term game projects, I can feel it becoming less draining, overwhelming, and painful to execute. Especially after working with Jonah, narrative-focused scenes are becoming more effortless, often presenting themselves in my mind, with connected elements and efficiency of execution coming naturally.
In other words, I feel I am strengthening my abilities in creative direction through rapid iteration, which has been a huge goal this semester.
WEEK 8 REFLECTION
This week showed me that faster development does not automatically mean easier design. The scripting for MFFP was coming together quickly with AI assistance, but the 3D printed apartment still took three attempts to read properly, and the only way I found out the LEGO texture was wrong for the emotion I wanted was by playing it and looking at it.I also learnt how much an introduction can carry. By starting the player as a baby escaping an abusive home, with a tablet raising them instead of their parents, the intro says more about what the game means than any mechanic does. That is the kind of meaning I am trying to protect as development speeds up: the point of view behind the work, which only comes from the person making it.
WEEK 9 WEEK 9
THIS WEEK:
This week has been extremely difficult for me because my lease is ending and my laptop has bricked itself. Our new landlord, who we had confirmed housing with for the 2 months leading up to this week, pulled out of letting us move in because she wanted her daughter to move in instead. She was very old, and a lot of the conversation contradicted itself and didn’t make sense, so ultimately we feel like we dodged a bullet. However I have no place to live in the coming days. This might actually be in the benefit of the documentation as I recognise it is extremely dense with content, I cut huge amounts of documentation yet it has still been enormous based on the work I produced and the amount of the thoughts, feelings, and inspirations I have going into it.
LAPTOP BROKE
I had been using a headless MacBook (one with no screen) in combination with XREAL One Pro glasses as my display. While I was packing, pressure against my bag made the Mac attempt to log in with random passwords until I was completely locked out of my account, and the help assistant doesn’t work on external displays like my glasses. Until I can get a new laptop, I have to use school and library computers, and I don’t have access to any of the files I have created throughout this process.
Despite all of this, my plan for the week was to keep pushing my experimentation with generated visuals, both through experimental video work and by building a full location for MFFP using AI wherever I could. Noticing how much the technology had advanced in just a few weeks, I also started to feel a desire to work with Jonah again to see what could be achieved now!
Diving deeper into my experimentation with generated visuals, I undertook the task of building custom HTML-based software that allows me to add any number of images and videos. I am then able to configure my own cathartic, BPM-matched visuals with a huge range of adjustable variables I have manually chosen to include to give me full control, almost restoring the sterile, computer-made art back into something made by hand. This was an extremely thought-provoking experience, giving me the ability to create my own program for procedural visuals effortlessly.
EXPERIMENTING WITH AI ASSISTED VISUALS PART 2
To further experiment with AI-assisted visuals, I challenged myself to create a location using AI wherever I could save huge amounts of time. If I can successfully utilise this technology in combination with manual Photoshopping and building the scene in engine, while ensuring it adheres to my vision and fits in with the rest of the game, the experiment will be a success and will earn its way into my workflow.
I will be creating
THE CHURCH OF MCDONALDS
TILED TEXTURES FROM IMAGES
The first use case I found was when I couldn’t locate an adequate texture for the floor, one which resembled a fast food restaurant or McDonald’s (wood mosaic-esque).
To solve this, I found an image of McDonald’s flooring and prompted ChatGPT (OpenAI, 2026) to turn the reference image into a texture that is tileable in a game engine. The texture above was my first result. Something I notice is that the design wasn’t transferred with perfect accurately. In my case, this actually works in my favour, as it resembles the design without stealing it directly, but it is worth mentioning when looking at the flaws of the technology.
To solve this, I found an image of McDonald’s flooring and prompted ChatGPT (OpenAI, 2026) to turn the reference image into a texture that is tileable in a game engine. The texture above was my first result. Something I notice is that the design wasn’t transferred with perfect accurately. In my case, this actually works in my favour, as it resembles the design without stealing it directly, but it is worth mentioning when looking at the flaws of the technology.
CREATING TOP DOWN SPRITES USING REFERENCE IMAGERY
The most effective use case I found for this scene was generating a top-down perspective of the McDonald’s front counter.
Finding existing images I could use to achieve this without image generation would have been extremely time-consuming. With only 1 prompt and the reference image above, it generated an extremely sufficient top-down asset that would’ve been unachievable even through image bashing.
GENERATED TOP DOWN RESOURCE
GENERATED TOP DOWN RESOURCE
BROUGHT TO ENGINE
Once adjusted, cleaned, post-processed, and placed in engine around other assets, I had created a scene that otherwise would’ve been impossible to build in such a short time frame. I was also able to use dramatic 2D lighting to add some consistency between the assets in the space.
SOFTWARE EXPERIMENTATION PART 2
During Week 6, I experimented with using AI assistance to create software for the first time with Ethyn.OS. This let me rapidly produce software that had extensive customisation and ran natively on all major operating systems, including mobile. These elements allow something with a very specific use case to be useful for a wider range of people (modularity), but this will all be trivial soon. Hyper-personalised software for a specific use case is something that will become an extremely common practice in the near future of interfacing with technology, even for the average person. I am sure that software like Ethyn.OS or the upcoming E-Sequence already exists, but because of the algorithmic chaos that the internet is in, it would be very difficult to find. Google will repeatedly show the top 50 most SEO-optimised software, likely coming with a subscription, etc. Word of mouth is currently the only viable way to discover obscure software, outside of describing it to AI, but at that point, again, it’s more efficient and effective to make your own from scratch.E-SEQUENCE SOFTWARE
This is E-Sequence! I wanted to create a motion graphics-oriented cutscene to play after the intro and before the main chunk of the game. The aim of this cutscene was to represent the progress of mankind: the good things, the bad things, the ugly things, the phenomenon of fame, technology, war, greed, love, authenticity, nature, urban scapes, EVERYTHING. I wanted to capture our planet and the events which lead up to the setting of my game world. I felt the most effective way to do this was using real-life images, so I created an effortless live visuals “slideshow” creator.
DEMONSTRATION OF SOFTWARE
RUNS IN BROWSER
(HTML BASED SOFTWARE)
AUTO RESIZE RESOLUTION (100x100)
Configurable resolution all pasted images are converted to, in my experiments I found this made a huge difference on the emotion conveyed. Something about a 100x100 stock image gives the feeling that we are all simple, small, useless ants. Among other qualities I simply cannot explain verbally.
EFFORTLESS IMAGE ADDITION
paste thousands of images from clipboard, drag from a different window, or upload straight from your device
SHUFFLE MODE / ORDERED MODE
Drag images around in the asset window to change the order presented
Drag images around in the asset window to change the order presented
VIDEO BACKGROUNDS
Paste / upload videos in the same way as images
to have a 2nd slideshow of configurable resolution active, only for videos.
AUTOMATIC AUDIO FILE SYNC
Upload any audiofile to sync your slideshow to the BPM
EXTENSIVE CUSTOMISATION
THEME / WORKSPACE CUSTOMISATION
ANIMATION OPTIONS
Paste / upload videos in the same way as images
to have a 2nd slideshow of configurable resolution active, only for videos.
AUTOMATIC AUDIO FILE SYNC
Upload any audiofile to sync your slideshow to the BPM
EXTENSIVE CUSTOMISATION
THEME / WORKSPACE CUSTOMISATION
ANIMATION OPTIONS
Random shot from the cutscene, procedural beauty.
I was able to source all of the background videos from this public domain archive https://www.destockd.com/
FINAL CUSTSCENE (WITH MUSIC)
I am extremely happy with my results, the software gave me full control as if I had edited it myself, while taking significantly less time than it woudlve in premiere pro for example. In addition to this, I can now use E-Sequence for all of the experimental cutscenes in the game as well as any other projects going forward. This is an overall success!
FINAL DEMO MAP
A stick RPG esque layout featuring
Radioactive beach
Poluted sands and green toxic sludge that cant be traveled without a flying car
3D Printed smart slums
Lego esque plastic government housing that is free for all but incredibly hard to get ahead
The church of mcdonalds
The first work place for the player (No qualifications required) and the only religious building in town to raise your karma stat manually.
Disney Amazon Bank
PLayers can invest, purchase property, or put money into the bank for interest.
Futuristic Casino
Standard casino with slots and blackjackgiving players a chance at fast paced wealth without working.
Futuristic Doctors Office
Heal yourself from any physical alements caught by overuse of vice items / injury.
Toyota-Nvidia Dealership
Buy / rent futuristic
Super Mega Ultra Corp
The final work place for the player requiring maximum stats to become the CEO
Self Driving Convanience Store
A mobile convience store van driven by friendly robot sanjay1000, whenever the player leaves a building, sanjay will be within a short distance to sell players vices.
Dense Towering Apartments.
Boardring and through the map are real estate properties that can be purchased at the bank and have rent claimed from.
View of Industrial District
At the top middle of the map there is a long scenic view of the world crumbling due to over industrilisation based idiocracy.
On foot + Flying car Pedestrians
Optimised Pathfinding AI for pedestrians, with queued destinations, entering and exiting, locations, driving and parking personal vehicles, avoiding other drivers in the air, etc.
Radioactive beach
Poluted sands and green toxic sludge that cant be traveled without a flying car
3D Printed smart slums
Lego esque plastic government housing that is free for all but incredibly hard to get ahead
The church of mcdonalds
The first work place for the player (No qualifications required) and the only religious building in town to raise your karma stat manually.
Disney Amazon Bank
PLayers can invest, purchase property, or put money into the bank for interest.
Futuristic Casino
Standard casino with slots and blackjackgiving players a chance at fast paced wealth without working.
Futuristic Doctors Office
Heal yourself from any physical alements caught by overuse of vice items / injury.
Toyota-Nvidia Dealership
Buy / rent futuristic
Super Mega Ultra Corp
The final work place for the player requiring maximum stats to become the CEO
Self Driving Convanience Store
A mobile convience store van driven by friendly robot sanjay1000, whenever the player leaves a building, sanjay will be within a short distance to sell players vices.
Dense Towering Apartments.
Boardring and through the map are real estate properties that can be purchased at the bank and have rent claimed from.
View of Industrial District
At the top middle of the map there is a long scenic view of the world crumbling due to over industrilisation based idiocracy.
On foot + Flying car Pedestrians
Optimised Pathfinding AI for pedestrians, with queued destinations, entering and exiting, locations, driving and parking personal vehicles, avoiding other drivers in the air, etc.
WEEK 9 REFLECTION
This was the hardest week of the semester personally, and somehow one of the most productive. With no home, no laptop, and no access to my files, I was working from library computers, and browser-based AI tools were what kept me developing at all. AI assistance somehow went from an experiment into a necessity this week.The Church of McDonald’s was the clearest test so far of my AI-assisted visual workflow. A top-down front counter that would have been almost impossible to find or bash together was generated from one prompt, and once I cleaned it up in Photoshop and lit it in engine, it sat comfortably beside my hand-made assets. Building E-Sequence taught me something bigger, though. When software can be made for one person and one purpose in a matter of hours, the value sits in the taste and direction behind it. E-Sequence only works the way I want because I chose every variable it exposes.
WEEK 10 WEEK 10
THIS WEEK:
This week Jonah and I teamed up again to bring back Alien Rock Game. It was a project we had already designed mechanically in the past and had tried to create, but we struggled massively with understanding netcode and integrating it via tutorials, and after some months we gave up. This time, our plan was to see how far a fully AI-built workflow could take the game, with no manual use of the Unity engine at all. We used Claude Code (Opus 5.5 on medium effort, on the $200 per month plan; Anthropic, 2026b) for everything, including the netcode, and we managed to develop an entire prototype in a week. This week’s documentation shows what the game used to be compared to where it was only one week into development with the new technology. Before building, though, we went back to our inspirations: the games that made us fall in love with playing against our friends.
GAME 4: ALIEN ROCK GAME
RESEARCH
RUST (legacy)
Rust Legacy (Facepunch Studios, 2013) is the purest example I know of a game that runs on the human psyche. Everything you build and gather belongs to you, and everything can be taken from you by other players, which makes every raid and every trade feel like it really matters.
SPY VS SPY
Spy vs. Spy (Vicious Cycle Software, 2005) is a game that I played religiously on the original Xbox while growing up. It was the sort of game that you could play with 2 or 3 people you had never met before, and immediately break the ice by having a hilarious experience while still being combative and competing against each other. In the same way Rust achieves its thrill, Spy vs. Spy’s mechanics utilise the human psyche: our desire for material gain, our natural attachment to personal property and ownership, and a natural competitive spirit if given a fair chance at winning. In the game, there are four valuable items spread across each map. To win, a player must obtain them all and chaotically escape without being killed by the other players. The game is separated into 2 phases. Research backs each of these instincts up. The brain’s dopamine system responds strongly to rewards, especially unexpected ones (Schultz et al., 1997). People value things more simply because they own them, known as the endowment effect (Kahneman et al., 1990). And games feel most motivating when they satisfy our need for competence, which requires a challenge we feel we can actually overcome (Ryan et al., 2006).
Phase 1
Players start in their own bases. They must spend their money to purchase a loadout and are safe in their bases until they leave.
Phase 2
An all-out brawl constantly takes place across the entirety of the map. The juxtaposition between this and the calm of your base creates a satisfying ebb and flow, and a pacing of tension we wish to emulate in Alien Rock Game.
Players start in their own bases. They must spend their money to purchase a loadout and are safe in their bases until they leave.
Phase 2
An all-out brawl constantly takes place across the entirety of the map. The juxtaposition between this and the calm of your base creates a satisfying ebb and flow, and a pacing of tension we wish to emulate in Alien Rock Game.
MAPS / WORLD RESEARCH
We used Pinterest, took screenshots in Garry’s Mod maps (Facepunch Studios, 2006), and gathered liminal space images, low-fidelity PSX (PlayStation 1) worlds, MS-DOS era video game screenshots, real-life collages, etc.
Our plan was to create assets in a PSX style. We knew this would be a rapid strategy that we are both competent at producing, meaning that after we design the prototype, I can focus on the art while Jonah continues to build out the larger systems. These assets are made by hand, because at this stage we are still sceptical about whether AI-assisted visuals for 3D models and meshes are even possible.
CHARACTERS
Destroy All Humans! (Pandemic Studios, 2005) is another original Xbox game that was very striking to me as a kid. I wasn’t old enough to play it outside of the demo that I had received from a video game magazine, but boy, did I play that demo until the disc didn’t work anymore. I was always drawn to the characters, tone, and style of the game. With our Alien Rock Game, we aim to capture some of the charm oozing from our shared vision of aliens and the technology they use.
ROUGH CONCEPT SKETCH
SOLUTION TO CRAFTING AND LIMITED NUMBER OF GATHERABLE MATERIALS:
FIRST CHARACTER TEST (RIGGED)
CORE VERSION OF THE GAME
ADD GAMEPLAY VIDEO + INFO WHEN PC IS ACCESSABLE AGAIN
WEEK 10 REFLECTION
Going back to Rust and Spy vs. Spy reminded me that the most memorable multiplayer moments come from the people, and from mechanics that tap into very human instincts: wanting stuff, protecting your stuff, and wanting to win. That gave us a clear focus for Alien Rock Game, casual fun with friends, and made it easy to decide what mattered and what could be compromised.
The bigger lesson was how much the technology had changed. Alien Rock Game had already beaten us once. We spent months fighting netcode tutorials and gave up, and this time AI handled the netcode and we had an entire prototype in a week. The only thing we were still doing by hand was the Low Poly assets, because we were sceptical that AI could help with models and meshes. We later found out it is very capable, which shows how quickly my own assumptions about these tools keep going out of date.
WEEK 11 WEEK 11
THIS WEEK:
This week my plan was to get Alien Rock Game in front of as many players as possible, in person, online, and in class. With my moving situation still going on, I haven’t been able to develop much myself, so I focussed on playtesting and on giving Jonah prompts based on what we learnt.CONTINUATION OF MOVING SITUATION
When the rug was pulled out from under us, I was scrambling to do whatever I could to move my things into a storage unit before my lease ended the following week. In all of this, there was 1 day where we didn’t have anywhere to go, so we slept in the car. I am now staying on a couch in a tiny shed in a 10-person house in Mt Eden, with all of my stuff in a storage unit, hard at work via the library, playtesting, and giving Jonah prompts. This is all why I am handing in a few days late.ENORMOUS VISUAL IMPROVEMENTS!
Before the playtests, I improved the game’s visuals and they took enormous step forward, moving from a simple geometric style to something much more stylised and polished. I did this by adding numerious customisation options for myself to adjust, then set to the default.
ORIGINAL ART STYLE
Originally, the game used a very simplistic, geometric asset style, similar to the game Muck (Dani, 2021).
NEW ART STYLE
The new art style somewhat resembles Fortnite (Epic Games, 2017), leaning heavily on post-processing such as colour banding, outlines, and saturated colour grading.ALIEN ROCK GAME BREAK DOWN (TUTORIAL AT EARLY STAGE)
PLAYTESTS
IN PERSON PLAY TESTS:
Our first in-person playtest was with people who weren’t game design students. They were from the comms room, and it was really valuable having the perspective of people who don’t play this kind of game, or any games. The biggest thing that stood out was the tutorial telling players to press LMB (left mouse button). One of the players didn’t understand what that meant, so we turned all control hints into icons instead, for example a mouse with the left button highlighted. Every single player was also confused about how to lock their own doors, or whether that was even possible. Instead of adding this to the tutorial and making it more complicated than it had to be, I added a large lock in the team’s colour to all of their doors, so players automatically know their team are the only people with access. We also had to really improve the damage of raiding items/ make the walls weaker.Outside of that, players got a lot of fun out of it. We noticed that the most fun came from the airdrop items, random variation items that really mix up the game, like a portal gun, a death wand, or a camouflage that turns you into a tree, which amazingly had all the playtesters dying of laughter. This lines up with how the brain’s dopamine system responds most strongly to rewards that are unexpected (Schultz et al., 1997).
ONLINE PLAY TESTS
WHAT WE LEARNT:
Our online playtests were with people who are far more inclined to understand the mechanics of games, and their feedback was mostly small changes around balancing. One pretty big thing they noticed was that horses made the same footstep sounds as players, so whenever horses were idle around people’s bases, players got confused and thought there were other players nearby. Another bug came from someone building a base completely out of doors. They placed hundreds of doors and it destroyed the performance of the entire game, so we now have a limit of 10 doors as they eseentially act as 1 way walls. These are only a handful of things. Numerous changes came from watching our playtesters very intently.
WEEK 11 REFLECTION
Playtesting taught me more this week than any amount of development could have. The comms students showed us how much game knowledge we take for granted, from a term like LMB to knowing whether a door can be locked, and the best fixes were the ones that removed words from the game: an icon in place of “LMB”, and a lock in the team’s colour in place of another tutorial step. The online players found a completely different kind of problem, balancing, sound, and performance, because they were trying to push the game to its limits.
With AI handling the development, these fixes could be added almost as fast as we found them, which meant my time was best spent watching people play. That might be the biggest shift of the semester. My job became observing, directing, and deciding, the human parts of making a game that no tool could do for me.
WEEK 12 WEEK 12
THIS WEEK:
For the final week, my plan was to wrap everything up: recording gameplay videos of all three games, designing the exhibition posters, and writing my final reflection on what this semester has taught me about creating meaningful gameplay experiences while the technology races ahead.FINAL REFLECTION
Over twelve weeks I made four games, two softwares, and one crowd simulation prototype among many other non documented explorations. and with the games each one used more AI than the last.
3 Girls 1 Charger was made in 48 hours with no AI at all. It was tiny, it nearly broke Miguel and me, and the dialogue linking that ate most of our time was pure repetitive logic.
School RPG was hand-crafted in Unity, with AI assistance only for scripting gameplay mechanics through Claude Code in the browser. After more than 3 months it reached a playable demo, and then it died. Jonah and I wanted different games, and the hand-written narrative that mattered most was the part we had the least time to perfect.
Medieval Fortune Futuristic Poverty was made solo in under 1 month, with AI assistance for scripting and my first experiments with AI-generated visuals. It became a refined prototype with numerious features, and the time I saved on systems went straight into the world, the tone, and the intro.
Alien Rock Game was built by Jonah and I in 2 weeks, using Claude Code with no manual use of the Unity engine at all. A game which netcode beat us for months in the past became a working prototype in a week. Every system, from the multiplayer netcode to the level design, was made through AI in synergy with our devloped creative direction, and by the end we learnt it could handle 3D assets too. It is the only game of the four that is fully complete, polished, and ready to publish to steam, and I finished it while sleeping on a couch in Mt Eden and working from library computers, which I don’t think would have been possible with the workflow I started the year with.
The advancement is real, and it is exponential. What took me months at the start of the year now takes days, and I have no doubt it will soon take hours. But the more I handed over to the technology, the clearer it became which parts I could not hand over. The idea, the taste, the theme, the jokes, knowing which ingredients to combine and why, and knowing when something looks or feels wrong are the parts that made each game meaningful, and they all came from people. Even in Alien Rock Game, the countless visual toggles and customisation options exist so that the presentation can still be hand-crafted and chosen by us which it painstakingly was.
This is my answer to my research question. We create meaningful gameplay experiences in resistance to exponential technological advancement by using the technology for monotonous overly time consuming activities, and protecting the human parts of the process with everything we have: creative direction, an understanding of how people’s minds work, collaboration, and the courage to cook something other than a cheeseburger. When anyone can make anything exist, the value is in the person who decides what should exist.
GAME DOWNLOAD LINK(S):
FINAL PLAYTHROUGH VIDEOS:
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