CAGD 377 - Mobile Game Development

 

 Mobile Game - Grapple-Go

Week 3 - 10/12/25

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 finished modeling and UVing the grapple hook leftover from last sprint. For texturing, I textured models from week 1 and 2 including the grapple gun, player, and hook. And to wrap up, I imported everything into Unity and applied materials onto them along with created prefabs.


    Player Model: As mentioned from the last sprint, I ran into some issues with the player model. This time when remaking the models, instead of connecting the arms with the body, I modeled them as separate parts allowing me to adjust their angles for arm movements. This might help me later on if I do end up animating or adjusting in Unity when the player clicks at a certain height, the arm angle will change with it. 


    Player Texture: For the player textures, I based it off of my pixel art player from week 1. For texturing, I kept it low detailed but with bolder colors because for a mobile game, the lower the graphics the easier it'll run. I took a bit of artistic freedom by drawing on details for the character like the hair and face. And lastly, I sent it into Unity and created a prefab.

   Player DesignI did end up scrapping my initial idea for having the character be female, because I originally wanted long hair, but without model of the hair, it was hard to draw on and look intentional. Additionally, I tried to draw on a corsets, but looks off without an undershirt, which I ended up experimenting a lot with the brush tool and layering to get it right. I also made 2 separate prefabs of the player, one with the grapple gun in hand and one without just in case.


    Grapple Gun: After modeling the grapple gun last sprint, I textured it this sprint. I made the overall texture of the gun an almost black color to stand out on the screen, contrast to the player. I also went with a greenish gold complimentary color, keeping the green as a oxidized copper on the gears, and an emerald gold as the gem in the center. And to keep it classy and or stay on a steampunk color scheme added a dirtied gold lines around the handle. I also transferred the gun into Unity and created a prefab for it.


    Grapple Hook: And with a Grapple Gun, you needs a hook. I modeled, UVed, textured, and prefabbed it so later on, it can be attached to a string that will connect the gun to the hook. I had some issues with modeling the hook because the references relied on shading to imply a 4 hook hook, which doesn't show well, so I had to tweak the scaling and distance to imply 4 hooks without it looking like a pickaxe.

 Mobile Game - Grapple-Go

Week 2 - 9/28/25

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 worked on the player model, the grapple gun, a flying enemy, and started the grapple hook for the gun. Along with UVing everything I worked on this sprint, I also finished up UVinig the pipes from last sprint. 

    CompletedI did run into some issues this sprint. Firstly, I noticed my player model in maya somehow deleted itself. The group I had it in was there and had its sub folders, but when I opened the model wasn't there. At the beginning of next sprint after I finish the grapple hook, I plan on remodeling the player and UVing it.

  IssuesAnother 'problem' or issue I had this sprint was communication about modeling. We are going for a side scroller, so the back of the model won't be seen. After consulting my team about this, we never came to a solid answer, so I would model the back of something but didn't apply the same details or extrusions I would compared to the front; ex: the grapple gun.

    Player Model: To reference our original pixel art or 8-bit theme, I designed our player in a cube like way. This worked well to keep the poly count down and UVs simple. I plan on remodeling it the same way I did the first time along with combining the player with the grapple gun.


    Grapple Gun: For the design of the grapple gun, I used my previous design in pixel art form to design the 3D model of the gun. To create the gun, I found a reference to trace and adjusted the poly count and vertexes. To keep on a steampunk theme, I added some gears and a gear scope, along with a crystal gem in the center to 'energize' it.


    Flying Enemy: My idea around the flying enemy was inspired by the show Arcane which is also a steam punk kind of industrial vibe. I designed my model around a flying security camera eye ball with a gear surrounding it. I had to do some tweaking because if I left how it was, there would be Z fighting after texturing. Game mechanic wise, I would probably want it to shoot a laser of the sort out of the center of the eye while it hovers.


Grapple Hook
: Towards the end of the print, I started outlining a grapple hook and adjusting it to fit our 2D side scroller. At this point, I found a reference and have a wire frame of how I want the design to be.

    For sprint 3, I plan on finishing and UVing the grapple hook, texturing the models I have done, and importing everything into Unity and lastly pre-fab them all. 

 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.