CAGD 375 - Mobile Game Development

 

 Mobile Game - Grapple-Go

Week 1 - 9/14/25

Game Description:

    Grapple-Go is an infinite side scroller game where the player has to use their grapple hook to dodge and maneuver their way around obstacles and enemies.


    This sprint I did a lot of work, but half were scrapped due to my assumption we could do 2D art which in fact we were supposed to do 3D. This lead to majority of this sprint being pixel art which may end up being scrapped. I hope later on I can still reincorporate it whether its within UI, App icon, or 3D textures.
    Addressing the pixel art:
    • Grapple Gun
    • Grapple Hook
    • Modular Pipes
    • Gears
    • Character

Character Art:     Although the list is small, what I did to complete the pixel art translated to sketching character models I liked and experimented on poses. Because it was pixel art I had to adjust a lot of minor pixels and research our steampunk theme. After that outline, I searched for a color pallet and incorporated a design that conveyed the theme and then applying the colors. And lastly was to shade and texture it.



Gun/Grapple Art    Same process was addressed for everything else done in pixel art. I referenced and sketched different designs for the grapple gun I created. Researching items that go into the steampunk theme, which I ended up deciding on adding a gear and electric/shiny gem into the gun. Fitting the color scheme into this gun, when I think steampunk I think mechanical copper/rust and metal, so when applying textures/colors, I played a lot with opacity with oranges, grays, blacks, and reds.

Pipes/Gears    Originally, my idea for the pipes would be more fit for the background, since my group producer and game designer couldn't give me a solid answer on what they exactly wanted if they didn't want it as a background or if they wanted 2 types. I created the pipes to be modular since pipes always connect to each other. Wrapping back to my idea of them being in the background, I wanted the background to follow a green pallet I found and it also worked since rusty pipes, specifically copper, turns a greenish blue eventually which worked well when shading and giving it depth.

   3D Modeling:     I did manage to translate a couple of the pixel art designs into 3D models in Maya like the modular pipes and a couple gears. I ended up redoing the pipes a few times to lower poly count since the ones I originally made felt too too high for a mobile game.


    And lastly, this sprint I also did a lot of concept design work which didn't count for points but will help later on when creating additional props, items, background items and just general objects.


    Addressing what I 'didn't complete' this sprint, where technically the character and the UVing of the 3D models I managed to make right before the end of Sprint 1. I definitely think I did a good amount this sprint but at the same time only half counted. My goal for Sprint 2 is to make the character and UV everything left from last sprint and whatever is made this sprint. 

Currently, I am working on adjusting the models I made previously with a lower poly count and then UVing them. After that I hope to make the player model and if time allows, look into rigging or texting.