Games Development / W2: Individual Asset Creation

2nd October 2025 - 9th October 2025 (Week 2 - 3)
Natalie Chu Jing Xuan, 0354589
Games Development, Bachelor of Design (Honours) in Creative Media


Table of Contents

  1. Module Information Booklet (MIB)
  2. W2: Individual Asset Creation
    • About the Game
    • Asset Ideation
    • Modeling Process
    • Final Outcome

Module Information Booklet (MIB)

Fig.1 Module Information Booklet (MIB)


W2: Individual Asset Creation

Instructions

​Based on your game idea, make some of your 3D game assets (model at least​ your main game character and an environment object). Then import this into​ ​Godot. Some lucky (hopefully you’ll just feel lucky by now) students will be​ ​selected to do a 10-minute sharing of their asset creation experience in W3. The​ asset may not end up in your Final Project, but will still contribute to your​ ​Continuous Assessment grade. Hence document the process in your blog.​ ​Submit the link to your blog post by 11:59PM midnight before W3 class.​


1. About the Game

Last week, we had to come up with our own game idea, and that’s when I created 'Dorm Life: Room Tidy Up!'. It’s a cozy single-player organizing game where players tidy and arrange their messy dorm room through different stages of university life. 

The idea was inspired by games like Unpacking and A Little to the Left, which I enjoy for their relaxing and satisfying gameplay. I wanted to create something similar but based on my own experience as a student living in a dorm.


2. Asset Ideation

For this week’s task, we had to create some 3D game assets based on our game idea and import them into Godot. Since Dorm Life: Room Tidy Up! is set in a small dorm room, I decided to model an empty isometric room with a few simple objects such as a window, a bed, a table, and a few books. 

Fig.2.1 Example of Isometric Room

This model will be a rough idea of how the dorm environment might look in the game. It’s not the complete version yet, but more like a visual concept to show the overall feel. Because I’m still not very familiar with Blender and also had a one-week time limit, I focused on making the basic shapes first instead of going into full detail.


3. Modeling Process

Since I’m still new to Blender, I followed a few YouTube tutorials to understand the basic tools and how to model simple low-poly objects. It really helped me get started and understand how to shape the room and furniture.

Isometric Room

I started off with a cube and deleted three faces (the top and two of the side walls) to create an open, isometric-style room. Then, I extruded the remaining walls slightly to give them some thickness. This helped the room look more solid and realistic from the camera angle.

Fig.3.1 Isometric Room Process from a Cube

After that, I made a window with a curtain to make the room feel more realistic and cozy. I used the Boolean modifier to cut a hole in the wall and placed the window model there.

Fig.3.2 Window Process

Bed

For the bed, I started with a simple cube and scaled it to form the mattress shape. Then, I modeled a basic bed frame using rectangular cubes for the base and legs. To make the edges smoother, I added a Bevel modifier, which gave it a softer and more comfortable look. For the headboard, I selected the back faces of the bed and extruded them upward to create a simple, solid design.

Fig.3.3 Bed Process

Next, I made a pillow to place on the bed. I started with a cube and scaled it into a rectangular shape to match the size of the mattress. Then, I used Loop Cut (Command + R) to divide the pillow into four sections so I could shape it more easily. After that, I slightly scaled in the side edges and added a Subdivision Surface modifier (Command + 2) to smooth it out, turned on Auto Smooth, and then scaled it up a bit and rotated the pillow slightly so it leans naturally against the headboard.

Fig.3.4 Pillow Modeling Process

With that, I completed the bed for the room. 

Fig.3.5 Bedroom Process

Table

For the table, I made a simple study desk using cubes. I started with a large rectangular cube for the tabletop and added only two legs on the left side, since the right side would be supported by the drawer section. I copied one of the faces of the table top and scale it to the width of the drawer and extruded it all the way down to the floor to form the base for the drawers. Then, I used Loop Cut (Command + R) three times to divide it into four drawer sections. To make the gaps between each drawer, I used Command + B (Bevel) to create small separations, and then Option + E (Extrude Faces Along Normals) to give the divisions a bit of inner depth.

Fig.3.6 Screenshot of Table

I also added two books on top of the table as small decorative props. To make a book, I started with a cube and scaled it into a rectangular shape. Then, I selected three side faces and pressed I (Inset) to create the shape of the book cover and pages. After that, I selected the inner faces for the pages and used Option + E (Extrude Faces Along Normals) to give them some inner depth.

Next, I added a Subdivision Surface modifier (Command + 2) to smooth it, but the book turned out slightly curved like a taco. To fix that, I went back to Edit Mode, used Loop Cut (Command + R) around the four sides to make the shape more defined, and then turned on Shade Auto Smooth. That gave me a clean, simple low-poly book.

Fig.3.7 Book Modeling Process

Add Materials

After finishing the models, I started applying colours to all the objects. For the window, I used two materials. The first one is a basic white material for the frame, and the second one is called “window light.” Under the Emission settings in Material, I chose a slightly yellowish colour and set the Emission Strength to 30 to create a glowing window light effect. 

Fig.3.8 Window Light Material

For the curtain, I reduced the Alpha value to make it slightly transparent, so the light from the window could shine through. This small change made the scene look much warmer and more realistic. 

Fig.3.9 Transparent curtain


4. Final Outcome

Fig.4.1 1st Version of Dorm Room



Fig.4.2 3D Assets

Fig.4.3 Imported in Godot

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