Section 1: Assets, part 1
OoPS Master Course in Game Design & Development

This article is set to receive further refinement at a later date. This installment serves as one of many in a series dedicated to providing in-depth insights into the art of Game Design and Development. Within the scope of this educational endeavor, one will encounter comprehensive explanations of the fundamental principles and terminologies that underpin the field of Game Design and Development. This note will be removed upon completion of all necessary revisions and improvements to the article.
When it comes to game design & development, assets are an essential part of the process. Assets are any digital files that are used in a game, including art, audio, and code. In this article, we will explore what assets are, how they are used in game design & development, and why they are a crucial component of any game development project.
Assets come in many different forms, from 2D and 3D graphics to sound effects and music. They can be created in-house by the development team or purchased from third-party sources. In many cases, assets are used to create the visual and audio components of a game, such as character models, textures, and environment designs.
In addition to visual and audio assets, code assets are also an essential component of game development. Code assets include pre-built code modules, libraries, and frameworks that can be used to add functionality to a game. These code assets can help developers save time and resources by providing pre-built solutions to common development challenges.
Assets are used in many different ways in game design & development. One of the most common uses is to create the visual and audio components of a game. For example, character models, animations, and textures are all used to create the visual elements of a game. Sound effects and music are used to create the audio components of a game, which can be critical for creating an immersive and engaging experience.
Assets can also be used to add functionality to a game. Code assets, such as pre-built code modules and libraries, can be used to add features and optimize performance. For example, a physics engine library could be used to add realistic physics to a game, while a networking library could be used to create multiplayer functionality.
One of the benefits of using assets in game development is that they can save developers a significant amount of time and resources. By using pre-built assets, developers can focus on other aspects of the game, such as gameplay mechanics, level design, and story. This can lead to a faster development cycle and a more polished final product.
However, there are also some potential drawbacks to using assets. One concern is that assets may not be fully compatible with a particular game engine or platform. This can lead to compatibility issues or performance problems. Additionally, using pre-built assets can sometimes result in a lack of originality or uniqueness in a game.
Assets are an essential component of game design & development. They are used to create the visual and audio components of a game, add functionality, and optimize performance. While there are some potential drawbacks to using assets, the benefits in terms of time and resources saved make them a valuable tool for game developers. If you are interested in game development, understanding how assets work and how to use them effectively is a crucial skill to develop.
1. Assets Needed
1.1 Concepts
- Concept Artwork
- Character Design
- Player Character
- NPC (non-player character)
- Boss
- Enemy
- Environment Artwork
- UI Artwork
- Logo Artwork
- Storyboards
- Cutscene Artwork
- Animation Artwork
- Texture Artwork
- Prop Artwork
- Effects Artwork
- Lighting Artwork
- Shader Artwork
1.2 Asset Lists
- 3D_Models
- Characters
- Vehicles
- Props
- Textures
- Scenes
- Effects
- Rigging
- Textures
- Characters
- Environment
- Effects
- Furniture
- Terrain
- Structures
- UI
- Skybox
- Rocks
- Trees
- Water
- Clouds
- Weapons
- Texturesets
- Props
- Vehicles
- Lighting
- Reflection
- Particles
- Logos
- Decals
- Post-Processing
- User Interface Design
- Assets
- Buttons
- Audio
- Fonts
- Models
- Prefabs
- Scripts
- Shaders
- Textures
- Animations
- Cinematics
- Materials
- Particles
- Plugins
- Screenshots
- Meshes
- Characters
- Environment
- Props
- Furniture
- Vehicles
- Cloth
- Weapons
- Accessories
- Textures
- Animations
- Materials
- Shaders
- Colliders
- Particles
- Effects
- Particles
- Scripts
- Images
- Sounds
- Sprites
- Animations
- Prefabs
- Resource
- PrefabInstance
- EditorData
- EditorPrefabs
- EditorScripts
- EditorImages
- EditorSounds
- EditorSprites
- Level Design
- Environment
- Open World
- Combat
- Objects
- Characters
- Animation
- Audio
- Textures
- U.I.
- Lighting
- Shaders
- Scripts
- Cinematics
- Builds
- Weather/environmental effects
- Shaders
- Post Process Shaders
- Surface Shaders
- Vertex & Fragment Shaders
- Mobile Shaders
- Raymarching Shaders
- Deferred Shaders
- Particle Shaders
- Atmospheric Shaders
- Light Shaders
- Water Shaders
- Texturing Shaders
- Toon Shaders
- Cel Shaders
- Fur Shaders
- Fog Shaders
- Skybox Shaders
- Procedural Generation Shaders
- Cloth Shaders
- Skin Shaders
- Character Shaders
- Animations
- Idle Animations
- Walk Animations
- Jump Animations
- Attack Animations
- Block Animations
- Dodge Animations
- Death Animations
- Cutscene Animations
- Cinematic Animations
- UI Animations
- Splash Screen Animations
- Menus Animations
- Particle Effects Animations
- Character Customization Animations
- Animations_StateMachines
- Prefabricates
- Characters
- Enemies
- Items
- Weapons
- Vehicles
- Props
- Levels
- Particles
- Audio
- Scripts
- UI
- Materials
- Shaders
- Textures
- Animations
- Cameras
- Lighting
- Prefab Variants
- Audio
- Music
- Ambient Sounds
- Sound List
- Outside
- Level 1
- Level 2
- Level 3
- Etc.
- Inside
- Level 1
- Level 2
- Level 3
- Etc.
- Voice-Over
- SFX
- Sound List (Player)
- Character Movement Sound List
- Example 1
- Example 2
- Etc.
- Character Hit / Collision Sound list
- Example 1
- Example 2
- Etc.
- Character on Injured / Death sound list
- Example 1
- Example 2
- Etc.
- Loops
- Foley
- Dialogue
- Character Voices
- Soundscapes
- Backgrounds
- Intros/Outros
- Musical Cues
- Dramatic Cues
- Animals & Creatures
- Weapons & Explosions
- Foley Art Library
- Sound Effects Library
- Music Library
- Miscellaneous




Comments
There are no comments for this story
Be the first to respond and start the conversation.