UPDATED – 2D Side scroller evaluation

Final Game/Assets:

Character Sprite Sheet

Character Sprite Sheet Final

Idea generation and design process

In my research, I looked at different types sidescrolling games for inspiration. I have always been interested in sci-fi and when I realised that there aren’t that many space-based platformers, I decided that I would create one.

To help the development of the visual style for my game, I created different boards on Pinterest for the level, character/entity and prop designs. I settled on having the background in grayscale and the entities in vibrant colours so that they would stand out and be easily recognisable.

Links to Pinterest boards:


What was good and what needs improvement?

Final aim/How much further would I have taken it

Compared to my original idea, the final version of the game I created differed quite a bit.

The final aim of the game would have been to progress through the station to fix a faulty AI that was damaged in a meteor storm and now wants to kill all people on the station. The player would’ve had to solve puzzles and defeat the station drones to open airlock doors to progress to the next pod, picking up tools and weapons along the way to help them. The final part of the game would have been a ‘boss battle’ between the player and the station AI, with the player trying to reset it and the AI trying to kill the player. The player would also have been helped by a narrator/text boxes that would convey the storyline and direct the player where to go and how to complete the game.

I also wanted to make the players perspective invert when they were on the other side of the station to make it seem like the gravity was constantly changing and help sell the idea that the game is in space with no clear ‘Up’ and ‘Down’.

What I think worked

I think the game concept I came up with was different and fills a gap in the 2d scroller market.

I like the final design of the station, it is quite minimalist and, due to its lack of colour, makes the interactable elements such as the player and other entities stand out. I also like the way the character walks and how the space background stays stationary behind the level, giving the game a false sense of perspective.

What didn’t

The way the player interacts and uses the ladder was quite difficult to implement and I was never happy with it, which caused the last version to not work altogether. The jumping mechanic could have also been improved as the code was designed for normal gravity rather than space and so didn’t quite feel right when moving around.

Time management

I think I could have managed my time better, as I spent a long time in the planning stages and didn’t have much time/ resources to make the actual game.

If I had more time on this project, I would implement the rest of the features into the game, such as the enemies, items, an inventory system and interactable doors that open and close. I would also improve the ladder system work better as it is fairly buggy at the moment. Hopefully, in my free time, I will be able to make a fully completed version of this game as I have enjoyed designing and making it.


UPDATED – 2D Space Platformer Digital Development

Digital Asset Development

Initial Character Walk Cycle


From my sketches, I then digitized the astronaut character in Adobe Illustrator, with a front and side view.

Designing and creating the walk cycle


I then created a series of still frames of a running cycle, however, I found that I had not designed the joints to interact very well with each other so there was a lot of glitching around the knees and elbows.

Character redesign to make joints easier


After the previous test, I decided to remodel the character, using circles for joints so that the glitching wouldn’t be an issue.

Character Redesign and Test 3


Then, I reanimated the new character design, using a walk cycle rather than a running one as this would be more realistic in a space environment.


Entity design



From my sketches, I realised that animating the legs of the Drones would have been way too complicated, so when I digitalized them I removed the legs so that they would hover. I also concluded that this would be more appropriate for a futuristic space game.

Initial Game Development

Version 0.1

-Entity Development

Extract Sprites

Create FlipbookFirst, I imported the sprite sheets for the idle and walk animations, then I extracted each sprite frame and created a flipbook. I then modified the astronaut blueprint class so that when the entity was moving it would play the walking animation and when it was not it would play the idle one.



-Level Development

Tilemap Final

Tilemap Collision Boc

To create the game level its self, I used a tile map. This allowed me to create a template of ’tiles’ that I could repeat to form the different compartments of the station. each tile also was given its own custom collision box – so that the entities won’t just fall straight through everything.


Version 0.1.1

Airlock Tile SetAirlock ClosedMost of the updates in this version were map based. I added a placeholder airlock tile with a collision mesh for the closed ones so that entities wouldn’t be able to pass through a closed airlock. I also completed more of the map to the plan I created in illustrator.


Version 0.1.2

Ladder HitboxIn this version, I implemented a rudimentary ladder system to allow the player to move up and down in the station.

Ladder Nodesthe system works by sensing if the player is in the hitbox of the ladder and pressing the ‘e’ key. if they are, it sets the characters state to floating.


Version 0.1.3

Unfortunately, in an effort to try and improve the ladder system, I managed to break it all together so the final version I have made is mostly broken.

UPDATED – 2D Game Design Sketchbook Development

Character And Enemy Design

Main Character

Initial character ideaCharHelmetDevelopmentInitial astronaught design

These were my first ‘Concept’ drawings of the astronaut character. Originally, I wanted to create a more robotic style character, however, I later settled on the minimalistic space suit as I realised that this would be much easier to implement into the game.

Pod Droid

PodDevelopmentInitial Station Droid design

On the left, are the first ideas I came up with for the Station droids that the player would’ve had to fight to get to the end of the game, from these I then came up with the final concept sketch, with a closed and opened view.



The AI design has been mainly the same throughout most of the design process, being made from this initial concept sketch.

Prop/Weapon Design


Level Design

Pod Design RoughPod Design Cont


UI Design


2D Game Design Idea


Mood Boards

Set Design Initial Idea Board

Character Design Moodboard

Prop Design Moodboard

Game Outline

The game is set in the future on a space station. The station has been destroyed/damaged by an asteroid shower and the main computer (AI) has gone rogue and started destroying the station / killing the astronauts on board. The goal of the game is to fix and restore the station/defeat the rogue AI.

The goal of the game is to fix and restore the station/defeat the rogue AI.

The player must work their way through the station, checking each compartment for damage and fixing them if possible.If the pod is damaged beyond repair, the connecting airlocks will no open and there will be a visual cue on them that there is something wrong with the pod. Some compartments will be locked and require access keys to open. these can be found in different pods and/or by defeating ‘station drones’.

As the player is working through the station, the AI will try to stop them from getting to the data core by placing Station Drones in their way. If the player Defeats/Stuns a Drone or walks into the view of a camera, the AI will know where the player is and try to stop/kill them by shutting down pods/ systems (i.e life support) or activating the Drone’s defence system.

Set Design / Station Layout

The station is built up of ‘Pods’ around a central beam. The whole station is rotating around that to create gravity. Depending on which side of the station the player is on, the gravity changes – rotating both the character and the camera angle.

Around the station, there will be cameras. This, along with the Station Drones, is what the AI will use see where the player is.


Main Character

astronaut – in a space suit, cant see face.

Station Drones

Station repair/defence droids controlled by the main AI that has two different modes: Passive and Aggressive.

In passive mode, the drone will go around the station doing minor damage repair. However, in aggressive (or defence) mode, the drone opens to reveal two weapons and will attack the player (or anything that moves).

Final ‘Boss’

The main Boss is the Rouge Station ‘AI’ that has been damaged by the meteor shower and has killed the rest of the crew on the station. As the player makes their way through the station, the AI will try repeatedly to kill them.

Tools, Items and Currency

These will be lying around in different pods as the player progresses through the map. There are two different types of items: Weapons and Tools.


Crow-Bar like device

Found near the beginning of the game, this is the lower tier tool, used to open airlock doors without power.

Repair Device

Found nearer the end of the game, this device is capable of fixing and repairing broken station parts and/or faulty systems.


Melee Weapon 

Found near the beginning of the game, this weapon is made out of repurposed station parts to form a basic self-defence weapon capable of defeating (just) Station Drones. However, will alert AI to presence when doing so.


An endgame weapon, ranged and powerful, can stun Station Drones (permanently) and Station Cameras (for a limited time). Does not alert the AI to the player’s presence but has a limited power and needs energy packs to recharge.

Specific gameplay mechanics

  • Station has changing / no gravity so scroller gameplay can change direction from horizontal to vertical (camera rotates with the character)
  • The player cannot see the state of adjacent ‘pods’ until they have opened the airlock to them.

Art Concept Design

Space helmet Design Moodboard

 Tool/Weapon Design Moodboards


Retro Games Research



A series of geometric shapes fall down the playing field (called the ‘well’ or ‘matrix’). The goal of the game is to manipulate the pieces so that they form a continuous line across the well. When an unbroken line is created, it is deleted and all the blocks above it will fall down by however many lines were removed. as the game progresses. The pieces fall faster and the game ends when there is no space left in the well for new shapes to fall.

Visual look and different release versions

There have been many different versions of Tetris, each with different graphic styles and variations on gameplay mechanics.

The first version, made for the Soviet DVK-2 computer, was text-based, using square brackets to form the shapes.


The 1986 version, made for the IBM PC, was also text-based but used actual shape blocks that were coloured rather than the square brackets of the original.




The aim of the game is to control the Pac-man through a maze to ‘eat’ all of the ‘Pac-dots’ to progress to the next stage. in the corners of the maze are four larger, flashing dots that allow the Pac-man the ability for a limited time to eat the ‘ghosts’ and earn extra points. Whilst in this mode, the ‘ghosts’ turn dark blue, reverse direction and move more slowly. when a ‘ghost’ is eaten it disappears except for its eyes and returns to the centre box where it returns to its normal state.

Visual look

The visual look of Pacman is traditionally a black background with dark blue maze borders.


Character design

The main character (Pac-man) is a yellow circle with a wedge taken out for a mouth


The rest of the characters are various coloured ‘ghosts’




Designed to mimic table-tennis, pong was one of the earliest arcade games. It was very simplistic, consisting of two ‘paddles’, a centre line and a score-counter for each player.