Following on from our pixel art task in week 6, week 9 brought about a task to create a sprite sheet. This would consist of us creating a myriad of differing assets alongside animations for said assets. Once several assets would be compiles onto one image and saved as to conserve memory on older games consoles. In this task we would be following in their footsteps, despite this issue not being so much a problem nowadays.
We had the choice to design from one of two briefs: A Character or Environment Designer. I chose to create sprites for the environment. This required us to create the following:
Environmental Hazards (X2)
An Explosion effect that must be reusable
A projectile
A Selection of Collectables (X2)
Creation
As per the norm, I began by creating a Photoshop file, this time with the dimensions of 384×384, 72 DPI on a transparent background. Following this I then created a grid via the preferences menu. This allowed my sprites to be held in a uniform way with each cell being 32×32 pixels.

The brief stated that the sprites fit a fantasy platformer game suitable for younger audiences. Therefore when creating my design I made sure to create my sprites to be vibrant, cartoony and simple for a younger audience.
My first sprite consists of a missile that would move down/left towards the player from the top of the screen. The Fire and contrails move on the sprite to give the object a sense of inertia as it falls.
My second sprite is a strawberry. Intended as a Health collectable. I intended to have the strawberry spin in place via moving the seeds and stem in a circular motion. I believe I could of improved this aspect
Third was a coin collectable, found in all sorts of platformer games. similarly this also spins. I also added a highlight along the coin to make it seem metallic. I made the spinning effect this time by shrinking the size of the coins face whilst increasing the border and then flipping this horizontally for the opposite side.
The fire was intended as an environmental hazard. I designed the different flames to dance and move wildly. I also included some embers to rise around the flames.
Another environmental hazard was a cartoonish black bomb. The fuse on this bomb slowly dwindles overtime, whilst the fuse is still there this object is safe to touch. as the lit fuse gets closer to the black metal, Highlight begins to go rom white to orange.
I created a greyscale explosion next, this was done so that it may be used alongside the missile and bomb. Furthermore it can be left greyscale to simulate smoke. or the hue of the sprite can be altered within unity to create a fiery explosion or a myriad of differing colours.
My seventh sprite was a toxic puddle which would bubble idly. These bubbles would burst if they got too big. I incorporated different hues of green into my palette to show the shaded areas and highlights upon the puddle, Making it look more liquid-like.
This Punch projectile would travel forward from the player, leaving a trail of purple particles. Upon collision with an enemy, the Explosion effect could be reused once more.
Finally I created a 3/4 perspective chest. I included a transparent colour within the chest to represent a radiating glow from within. This by Far was the hardest sprite to create due to the perspective. Upon opening, coins the character have been collecting could be awarded.
Evaluation
I improved upon my use of sprites and palettes from when I first attempted. Comparing the animations I had made previously to these ones is a night and day difference to me, of which I am proud.
I will use sprite sheets for assignments going forward as it provides a useful set of frames to be used.